Update 0.11

Release Date: April 4, 2018

New Content

 * New Skirmish Map: Reaching Trail
 * A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River
 * This map heavily features Trench Warfare and a unique asymmetric layout
 * Garrison Supplies (Different Function From Previous Implementation)
 * Highest Tech Item (unlocked after Light Tank and Tunnel Network)
 * Stockpiling this item at a Base will allow it's Garrison Size to grow at an accelerated rate

Gameplay Changes

 * Supply Drops
 * Supply Drops containing weapons and equipment are earned at the end of each Skirmish
 * Size of Supply Drop determined by the outcome (win condition) of the skirmish and the number of players present at the end of the battle
 * Supply Drops are accumulated at the Shipping Facility on the Home Island and are shipped to the three Port Bases at the start of the Conquest and on a regular 8 hour interval afterwards
 * Skirmish Tech Trees
 * Skirmish maps now feature their own stand-alone Tech Trees that add a sense of progression and unpredictability
 * Skirmishes now have 5 possible outcomes:
 * Total Victory - Friendly side claimed all significant towns
 * Partial Victory - Friendly side claimed more significant towns than enemy
 * Total Defeat - Enemy claimed all significant towns
 * Partial Defeat - Enemy claimed more significant towns than friendly side
 * Stalemate - Friendly side and and enemy claimed an equal number of sigificant towns

Game Balance

 * Tech Part drop rate has been increased by 33%
 * Tech Tree has been adjusted so that most Items/Vehicles/Structures require more Tech Parts to be researched
 * Westgate: Win Condition Town has been moved from Lord's Mouth to Alchimio
 * Mortars no longer require Blueprints to produce

Other Changes

 * Skirmish Lobbies wait for enough players to join before starting to countdown (helps balance teams better)
 * Players can now play Skirmish battles while waiting in a Queue to enter Conquest
 * Travel reservation has been optimized to generally reduce wait times on Queues
 * Overall capacity of Conquest has been increased by 5-10%
 * Offline Characters (sleeping) will no longer be left behind on the Home Islands
 * Surrender mechanic is now enabled for Skirmish mode
 * Festival Game Modifier (enables some options for upcoming annual Foxhole Festival event)

Bug Fixes

 * Gun Turret no longer shoots through walls and other obstacles
 * Vehicle Blueprints can no longer be duplicated by destroying Build Sites
 * Client no longer crashes when pressing Q quickly while inside a vehicle
 * Bases can no longer be upgraded to T3 on rare occasion when they aren't in a significant town
 * Gunboats can no longer get onto land by region travelling from Farranac to neighbouring regions
 * Player is no longer stuck mid-air if player was mounted on a Howitzer when it was destroyed
 * Players can no longer carry 300+ Howitzer Shells without encumbrance by picking them up after a Howitzer is destroyed
 * Howitzer shots are no longer easily blocked by landscapes (making them hard to use against infantry)
 * When player has a stack of 100 equipped, equipping another item to that stack no longer causes you do lose the item
 * Vehicle no longer disappears when disconnecting from the Conquest servers in the middle of a travel
 * Travel screen Skirmish Pop up player population value is no longer incorreclty calculated at times
 * Fixed issue with passive defenses not getting connected by Bases when they are slightly far (but within range) of passive defenses
 * Client no longer crashes on rare occasion when selecting a faction
 * When Client version is mismatched with Server, "Lost Connection" error is no longer displayed
 * Skirmish instances that are running when Conquest isn't active no longer stall on occasion
 * Fixed rare Skirmish server crash
 * Grenade decals no longer get "attached" to players
 * It's no longer possible to add more than one mission objective to the map
 * Misc. map fixes