2 Gigabite Update!!
Update 9 Changelog
Hi everyone,
This year is a very busy one for the whole team and we’re very excited to release Update 9 - which brings with it a ton of long-requested features that we’ve been keen to bring into the game - melee, the MG34, Utah Offensive modes, the admin camera and much more.
We try to list every single significant change, and never mean to omit anything. When this happens, it’s usually a result of human-error in reconciling our in-game bug tracking with the compilation of the notes. We’re striving to provide as much context and information as possible about every line in the changelog.
Like always, we’ll be monitoring all feedback from the Update and integrating it into our development plans. We’re particularly interested to see how the changes to Garrison behaviour affect the metagame and feel that the Admin camera will be a great way for us to better observe in-game behaviour.
Thanks so much for your support and patience over the course of our development. We’re very excited to show you what we’ve got cooking up in the future as we move towards leaving Early Access and fighting on the Eastern Front!
Find out more about some of Update 9's new additions below:
Melee
Utah Offensive
Barbed Wire
MG 34
Admin Cam
Patch Notes
Armour
We’ve done a deep-dive back into our armour code around both the weapon systems and physics systems, and felt that this required a more concerted effort to rewrite and polish both sets of code. As a result of this, we’re separating out balance with deeper system rewrites. In addition to this, we’re currently working to fill out the proper medium armour slots for all forces, as we know that the heavy armour skew in game has been causing issues for an unacceptably long period of time.
Due to the time needed to fix many of these deeper issues, we’re releasing as many beneficial changes as we can, as fast as we can.
- Reduced AT-Mine damage to Tanks. Mines no longer instantly destroy the following tanks: Tiger, Panther, Sherman 76mm, Sherman 75mm
- Tank MG belt has been increased from 100 to 200 rounds (this is coupled with the fixed zeroing of the MGs)
- Improved non-penetrating shell FX on Tanks
- Bombing runs and Artillery no longer deals proximity damage to Tanks (only direct hits)
- Adjusted the Luchs & Stuart gear speed ratio to be more linear and smooth
- Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)
- Improved Tanks MG hit detection. Please note, we’re aware of a persisting key issue with regard to the hit detection resulting in specific angles of both the target and the MG resulting in the target taking no damage from what appear to be obvious hits. We have a fix coming for this.
Meta Changes
- Disabled building Garrisons in neutral sectors
- Capturing a Strong Point on Offensive maps now takes 60 seconds (Was 120 seconds)
- Attacker Garrisons placed in enemy Active sectors on Offensive now takes 5 seconds to dismantle for the Defending forces (Was 30 seconds)
- Disabled the HQ spawn if enemy is capturing that HQ sector on Offensive
- Garrisons can now be placed in the first row/column of enemy sectors for 100 supplies (Unless locked). These are called Forward Garrisons.
- Forward Garrisons are disabled if enemy are within 100m (But not dismantled)
- Garrisons placed in friendly sectors still cost 50 supplies and an enemy needs to be within 15m of the garrison to disable it.
- Removed the 20 second cooldown for disabling Garrisons and Airheads (How long it takes to change from disabled > enemy near)
- Airheads now remain for 3 minutes allowing for 6 spawn waves (Was 2 minutes).
- If a sector is lost, friendly nodes in the lost sector are destroyed
- The engineer can build max 12 nodes per team (4 of each node per team)
- Engineers can no longer build the same nodes within 50 meters of another node
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Bug Reporting
We've decided to remove the in-game bug reporting menu in an effort to consolidate the bug reports we’re receiving. Players should instead report any bugs they experience in the game’s Support page on Steam or via the Team17 support page below.
Contact Team17 Support Here
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Gameplay/Features
- Added the MG 34 to German forces
- Added Utah Offensive US/GER
- Handheld weapons and tank MGs are now zeroed correctly by default
- Added a 2 minute staging period to the start of Warfare matches.
- Added an Admin/Spectate camera for server admins
- Increased max player level to 500
- Add new rank icons to scoreboard for levels 200-500
- Bullets no longer fire with perfect accuracy when leaving the sprint animation. Instead bullets will travel in the direction that your gun is facing
- Reduced the AT-gun cost from 100 to 50 supplies
- Made barbed wire functional. Due to the implementation, we are aware of specific locations in the game and per gamemode where this is not the case and will be fixing it.
- Added a VOIP reconnect option to Audio settings. We’ve worked a lot directly with Vivox around the implementation of the voip systems and it should be far more stable now, but we felt this would be a good thing to have just in case.
- Added a new anti-aliasing option called ‘Community TAA’ based on community feedback. We’ve added the most popular mixture of settings to the AA as we can no longer allow manual tweaks via .ini - which was used to remove grass and other objects from the game.
- Changing foliage settings no longer causes bushes to disappear
- Locked the ability to edit the engine.ini to prevent users disabling Grass/Foliage/Landscape
- Blueprints will be despawned after 3 minutes if they are not built
- Reduced dismantle timer for friendly blueprints to 2 seconds
- Medics now bandage twice as fast as regular infantry
- Shortened the Germans OP antenna to be more on par with the size of the US OP. We will be most likely remaking the models for both these and the Garrisons to be more optimised, higher quality and similar in size across all forces for balancing sake.
- Increased pistol damage at range (to be a 2 shot kill at extended range)
- Bombing runs and Artillery can now do radial damage to enemy trucks
- Tracers on weapons are now a fixed 1-in-4 ratio, instead of the "25% chance to spawn" system as before
- Vehicle wrecks now despawn when damaged by an explosion or after 5 minutes
- Vehicle wrecks will not despawn after 5 minutes if a player is within 100m or is within 250m and is looking in the direction of the wreck
- Vote-kicks now ban the player for 1 hour instead of 2 hours
- Improved performance on the Enlist screen (Server browser)
- Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)
- Tanks and all explosives can now destroy both enemy and friendly mines
- We’ve implemented a customised threshold on each reload animation, so that if it’s interrupted beyond a certain point the weapon will still be reloaded.