(→Medic Expansion: links added) |
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Release date: December 11th, 2019 |
Release date: December 11th, 2019 |
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− | == |
+ | ==[[Trench]] & [[Bunker]] System == |
*All new modular base building system has been added to the game! |
*All new modular base building system has been added to the game! |
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*New Item: [[Shovel]] |
*New Item: [[Shovel]] |
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**Use the shovel to dig under the landscape to produce trenches and bunkers |
**Use the shovel to dig under the landscape to produce trenches and bunkers |
||
− | *New Modular Structure: Rifle Garrison (Tiers 1-3) |
+ | *New Modular Structure: [[Bunker#Garrison|Rifle Garrison]] (Tiers 1-3) |
**An entrenched bunker manned by stationed troops armed with Rifles |
**An entrenched bunker manned by stationed troops armed with Rifles |
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− | *New Modular Structure: AT Gun Garrison (Tiers 2-3) |
+ | *New Modular Structure: [[Bunker#AT_Garrison|AT Gun Garrison]] (Tiers 2-3) |
**An entrenched AT gun manned by stationed troops |
**An entrenched AT gun manned by stationed troops |
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− | *New Modular Structure: Engine Room (Tier 3) |
+ | *New Modular Structure: [[Bunker#Engine_Room|Engine Room]] (Tier 3) |
** A engineering facility that provides power to Bunker structures using pipe connections |
** A engineering facility that provides power to Bunker structures using pipe connections |
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− | *New Modular Structure: Storm Cannon (Tier 3) |
+ | *New Modular Structure: [[Bunker#Storm_Cannon|Storm Cannon]] (Tier 3) |
**An extreme range artillery capable of firing up to 750m away |
**An extreme range artillery capable of firing up to 750m away |
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**Large aim deviation, but massive firepower |
**Large aim deviation, but massive firepower |
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== Medic Expansion == |
== Medic Expansion == |
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*New Vehicle: [[Ambulance]] |
*New Vehicle: [[Ambulance]] |
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− | **Used for transporting Critically Wounded Soldiers from the frontline to the Hospital or Field Hospital. |
+ | **Used for transporting [[Health|Critically Wounded Soldiers]] from the frontline to the Hospital or Field Hospital. |
**Stacks all medical equipment and supplies |
**Stacks all medical equipment and supplies |
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*New Structure: [[Hospital]] |
*New Structure: [[Hospital]] |
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**When a player dies, there is a chance their body will convert to a Critically Wounded Soldier |
**When a player dies, there is a chance their body will convert to a Critically Wounded Soldier |
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**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 can be placed into an Ambulance and delivered to a Hospital or Field Hospital in exchange for Soldier Supplies |
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− | **Critically Wounded Soldiers delivered from the front can be recovered into Soldier Supplies |
+ | **Critically Wounded Soldiers delivered from the front can be recovered into [[Soldier Supplies]] |
**Provides 50 beds for recovering soldiers |
**Provides 50 beds for recovering soldiers |
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*New Structure: [[Field Hospital]] |
*New Structure: [[Field Hospital]] |
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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 Materials|Concrete]] for construction of high-level defences. |
− | **Constructed at the Construction Yard |
+ | **Constructed at the [[Construction Yard]] |
− | **Delivered and deployed via |
+ | **Delivered and deployed via [[Flatbed Truck]] and [[Crane]] |
*New Wall Construction Set |
*New Wall Construction Set |
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**All walls and gates have been redesigned with new visuals and snapping capability |
**All walls and gates have been redesigned with new visuals and snapping capability |
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− | **Sandbag walls now have curved variants |
+ | **[[Sandbag Wall|Sandbag walls]] now have [[Sandbag Cover (Corner)|curved variants]] |
== New Features == |
== New Features == |
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*New Large Item Class |
*New Large Item Class |
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**Special items that must be carried over the player's shoulder |
**Special items that must be carried over the player's shoulder |
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− | *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 |
+ | *[[First Aid Kit|First-Aid kits]], Grenades, [[Satchel Charge|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 |
+ | *[[Home Region|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. |
+ | **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 |
**Clearer tutorial signage and updated tool-tips for better new player experience |
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**More areas to deploy to the war so you can avoid the crowds (but not the queue!) |
**More areas to deploy to the war so you can avoid the crowds (but not the queue!) |
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*The Wounded Player countdown timer has been increased to 30 seconds |
*The Wounded Player countdown timer has been increased to 30 seconds |
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**Wounded Players can now press E to 'give up' after 10 seconds |
**Wounded Players can now press E to 'give up' after 10 seconds |
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− | *Many weapons have redesigned SFX and VFX, including the SMG and MG |
+ | *Many weapons have redesigned SFX and VFX, including the [[SMG]] and MG |
− | *Relic Base |
+ | *[[Relic Base]] |
**Old Bunkers left behind from past wars that act as world bases outside of towns |
**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 |
**Provides all normal Base facilities and built in AI defenses and cover mounts |
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== Gameplay Changes == |
== Gameplay Changes == |
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*Squad window can now be minimized |
*Squad window can now be minimized |
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− | **Squads are now sorted by online/offline status and online player count |
+ | **[[Squad|Squads]] are now sorted by online/offline status and online player count |
**Count shown beside Squad now reflects online players only |
**Count shown beside Squad now reflects online players only |
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**Offline Squads are now grayed out |
**Offline Squads are now grayed out |
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**Offline Squad members can now be kicked |
**Offline Squad members can now be kicked |
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**Offline Squad leaders can now be reassigned |
**Offline Squad leaders can now be reassigned |
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− | *The production speed of all Resource Mines now scales with player population |
+ | *The production speed of all [[Resource Mine|Resource Mines]] now scales with player population |
− | *Hammer now has an alternate fire mode (Press 'F') that is required to upgrade structures |
+ | *[[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 also displays statistics for targeted structures like Health, Faction, etc |
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**Upgrade Mode shows the original builder of a structure |
**Upgrade Mode shows the original builder of a structure |
||
*Holding down the ALT key know reveals underground pipe networks |
*Holding down the ALT key know reveals underground pipe networks |
||
− | *Barbed Wire collision has been changed so that slow movement is more consistent |
+ | *[[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) |
*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 |
+ | *First-Aid Kits now require [[bandages]] to be used as ammunition to heal |
**Bandages can still be used without a First-Aid Kit |
**Bandages can still be used without a First-Aid Kit |
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**Bandages have been made lighter by 90%, and their crate size increased to 80 |
**Bandages have been made lighter by 90%, and their crate size increased to 80 |
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== Game Balance == |
== Game Balance == |
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− | *Component and Sulfur fields now spawn every ~6 hours instead of ~8, resulting in a 33% increase in resources overall |
+ | *[[Components|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 |
+ | *[[Sunken Pillbox|Sunken Pillboxes]] and Bunkers (Tier 4 walls) have been removed from the game |
− | *Light |
+ | *[[Light Tank]]<nowiki/>s health increased by 20%, and their Petrol consumption rate reduced by 15% |
− | *Battle |
+ | *[[Battle Tank]]<nowiki/>s health increased by 10%. |
− | *Gun |
+ | *[[Gun Nest]]<nowiki/>s damage mitigation against small arms & explosives significantly reduced |
*Gun Nest health increased slightly |
*Gun Nest health increased slightly |
||
− | * |
+ | *[[Shotgun]]<nowiki/>s range reduced by 50% |
− | * |
+ | *[[Revolver]]<nowiki/>s range reduced by 30% |
*Satchel Charge damage has been increased by 25% |
*Satchel Charge damage has been increased by 25% |
||
− | *Empty Trucks now travel 20% faster than Trucks that have a full inventory. |
+ | *Empty [[Transport Truck|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) |
*View distance for small arms and grenade weapons have been increased (consistent with the Rifle) |
||
− | **Sniper Rifle is |
+ | **The [[Sniper Rifle]] is an exception |
*Rifle range has been reduced by 10% |
*Rifle range has been reduced by 10% |
||
− | *Carbine range has been reduced by 7% |
+ | *[[Carbine]] range has been reduced by 7% |
− | *Storm Rifle range single shot mode 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 |
+ | *[[Ammunition|Green Ash Howtizer Shells]] have been removed from the game for now |
− | *Armoured Cars can only run over light and not heavy structures |
+ | *[[Armored Car|Armoured Cars]] can only run over light and not heavy structures |
== Other Changes == |
== Other Changes == |
||
− | *New lore has been added to the game. Happy Hunting! |
+ | *New [[lore]] has been added to the game. Happy Hunting! |
*Improved interior lighting for some structures |
*Improved interior lighting for some structures |
||
*Rendering performance drastically when playing near a region border |
*Rendering performance drastically when playing near a region border |
||
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*Aim line sometimes indicates a clear shot when in fact the shot is blocked |
*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 |
*Firing at certain walls when a player is on the other side produces blood visuals |
||
− | *Client can crash on rare occasion after border |
+ | *Client can crash on rare occasion after border traveling |
*Shrapnel Mortar Shell inconsistently hit infantry near impact point |
*Shrapnel Mortar Shell inconsistently hit infantry near impact point |
||
*Mortar Shell can be duplicated using the Emplacement House |
*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 |
*Resources can be lost at the Refinery if transferring to a full vehicle using right click |
||
− | {{Updates navigation|Update 0.31| |
+ | {{Updates navigation|Update 0.31|Update 0.33}} |
+ | [[Category:Updates]] |
Latest revision as of 15:40, 6 May 2020
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)
- The Sniper Rifle is an 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 traveling
- 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
Previous update | Next update |
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Update 0.31 | Update 0.33 |