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**New visuals and SFX |
**New visuals and SFX |
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*New Shippable Structure: [[Concrete Mixer]] |
*New Shippable Structure: [[Concrete Mixer]] |
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− | **Used to refine raw Components into Concrete for construction of high-level defences. |
+ | **Used to refine raw Components into [[Concrete]] for construction of high-level defences. |
**Constructed at the Construction Yard |
**Constructed at the Construction Yard |
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**Delivered and deployed via flatbed truck and crane |
**Delivered and deployed via flatbed truck and crane |
Revision as of 19:13, 12 December 2019
Release date: December 11th, 2019
Trench & Bunker System
- All new modular base building system has been added to the game!
- New Item: Shovel
- Use the shovel to dig under the landscape to produce trenches and bunkers
- New Modular Structure: Rifle Garrison (Tiers 1-3)
- An entrenched bunker manned by stationed troops armed with Rifles
- New Modular Structure: AT Gun Garrison (Tiers 2-3)
- An entrenched AT gun manned by stationed troops
- New Modular Structure: Engine Room (Tier 3)
- A engineering facility that provides power to Bunker structures using pipe connections
- New Modular Structure: Storm Cannon (Tier 3)
- An extreme range artillery capable of firing up to 750m away
- Large aim deviation, but massive firepower
- Requires Loading Chamber Facility
- Requires multiple connected Engine Rooms to power
- New Modification:
- Trench Bridge - Allows vehicles to cross over this Trench
- Trench Barbed Wire - Slows down enemy infantry invading this Trench
- Underground Pipes - Provides power connections from Engine Rooms to Upgrades
- Bunker Doorway - Provides entry to this Bunker
- Bunker Firing Port - Allows infantry weapons to be fired from the safety of this Bunker
- Bunker & Trench Mechanics
- Bunker segments can be connected to form Bunkers of different shapes and sizes
- Connected segments share one big health pool
- Bunkers trade size for structural integrity that affects the overall durability of your creations
- Upgrade your base through 3 tiers.
- Tier 1 is produced with no cost of resources, but must be dug out with the shovel.
- Any number of players can dig a single build site in parallel to get it done faster.
- Tier 3 is very tough, but requires time for your concrete to 'settle'
- Hold ALT to view pipes networks installed underneath Bunkers & Trench networks
Medic Expansion
- New Vehicle: Ambulance
- Used for transporting Critically Wounded Soldiers from the frontline to the Hospital or Field Hospital.
- Stacks all medical equipment and supplies
- New Structure: Hospital
- When a player dies, there is a chance their body will convert to a Critically Wounded Soldier
- Critically Wounded Soldiers can be placed into an Ambulance and delivered to a Hospital or Field Hospital in exchange for Soldier Supplies
- Critically Wounded Soldiers delivered from the front can be recovered into Soldier Supplies
- Provides 50 beds for recovering soldiers
- New Structure: Field Hospital
- Same as the Hospital, except buildable by players anywhere in the world
- Provides 6 beds for recovering soldiers
- New Item: Blood Plasma
- New resource required to revive wounded players
- Stackable in Ambulance only
Other New Content
- New Weapon: Light Machine Gun
- Can be fired while standing
- Less Accuracy and smaller clip vs other Machine-Guns
- New Weapon: Machine Gun
- A refresh of the old Heavy Machine Gun
- New visuals and SFX
- New Shippable Structure: Concrete Mixer
- Used to refine raw Components into Concrete for construction of high-level defences.
- Constructed at the Construction Yard
- Delivered and deployed via flatbed truck and crane
- New Wall Construction Set
- All walls and gates have been redesigned with new visuals and snapping capability
- Sandbag walls now have curved variants
New Features
- New Large Item Class
- Special items that must be carried over the player's shoulder
- First-Aid kits, Grenades, Satchel Charges, and other equipped items are now visible on the character, making the usage of these items identifiable on the battlefield
- The Home Regions have been redesigned with new visuals and layouts
- More training areas for you to rehearse your operations, plan your fortresses, or practice your abilities.
- Clearer tutorial signage and updated tool-tips for better new player experience
- More areas to deploy to the war so you can avoid the crowds (but not the queue!)
- The Wounded Player countdown timer has been increased to 30 seconds
- Wounded Players can now press E to 'give up' after 10 seconds
- Many weapons have redesigned SFX and VFX, including the SMG and MG
- Relic Base
- Old Bunkers left behind from past wars that act as world bases outside of towns
- Provides all normal Base facilities and built in AI defenses and cover mounts
- Suppression of AI defences now works
- Shooting at AI defences suppresses them, which reduces their rate of fire
- Structures have different thresholds for suppression
Gameplay Changes
- Squad window can now be minimized
- Squads are now sorted by online/offline status and online player count
- Count shown beside Squad now reflects online players only
- Offline Squads are now grayed out
- Offline Squad members can now be kicked
- Offline Squad leaders can now be reassigned
- The production speed of all Resource Mines now scales with player population
- Hammer now has an alternate fire mode (Press 'F') that is required to upgrade structures
- Upgrade Mode also displays statistics for targeted structures like Health, Faction, etc
- Upgrade Mode shows the original builder of a structure
- Holding down the ALT key know reveals underground pipe networks
- Barbed Wire collision has been changed so that slow movement is more consistent
- Repairing any structure now takes Basic Materials (cost scales based on materials required to build structure)
- First-Aid Kits now require bandages to be used as ammunition to heal
- Bandages can still be used without a First-Aid Kit
- Bandages have been made lighter by 90%, and their crate size increased to 80
- Many maps have been altered to open up more viable building areas for Trenches/Bunkers
- Significant changes in Sickle Hill (Farranac Coast) and Umbral Wildwood.
Game Balance
- Component and Sulfur fields now spawn every ~6 hours instead of ~8, resulting in a 33% increase in resources overall
- Sunken Pillboxes and Bunkers (Tier 4 walls) have been removed from the game
- Light Tanks health increased by 20%, and their Petrol consumption rate reduced by 15%
- Battle Tanks health increased by 10%.
- Gun Nests damage mitigation against small arms & explosives significantly reduced
- Gun Nest health increased slightly
- Shotguns range reduced by 50%
- Revolvers range reduced by 30%
- Satchel Charge damage has been increased by 25%
- Empty Trucks now travel 20% faster than Trucks that have a full inventory.
- View distance for small arms and grenade weapons have been increased (consistent with the Rifle)
- Sniper Rifle is the exception
- Rifle range has been reduced by 10%
- Carbine range has been reduced by 7%
- Storm Rifle range single shot mode has been reduced by 7%
- Green Ash Howtizer Shells have been removed from the game for now
- Armoured Cars can only run over light and not heavy structures
Other Changes
- New lore has been added to the game. Happy Hunting!
- Improved interior lighting for some structures
- Rendering performance drastically when playing near a region border
Bug Fixes
- Textures under trees flicker under certain circumstances
- Aim line sometimes indicates a clear shot when in fact the shot is blocked
- Firing at certain walls when a player is on the other side produces blood visuals
- Client can crash on rare occasion after border travelling
- Shrapnel Mortar Shell inconsistently hit infantry near impact point
- Mortar Shell can be duplicated using the Emplacement House
- Resources can be lost at the Refinery if transferring to a full vehicle using right click
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Update 0.31 | none |