New Content

  • Sniper Rifle
    • A scoped, bolt action rifle with very high accuracy and damage. It takes a much longer time achieve a steady aim than most other small arms.
    • The Sniper Rifle is currently only available in Skirmish and Dead Harvest modes
  • 7.92mm Ammo
    • Standard ammunition for Sniper Rifles.

Dead Harvest Event

  • A special seasonal event where players can take control of the Undead!
  • Watch this video for an overview of this limited time game mode: Dead Harvest Event
  • Additional info:
    • Undead can gain up to 20 levels
    • Undead always spawn at one of the two Graveyards on the map
    • Once a player turns Undead, they remain that way until the Safe House is destroyed and the game restarts
    • Daytime lasts for ~10 minutes / Nighttime lasts for ~5 minutes
    • Weapons and Ammo can be found in buildings and camp sites around the map
    • Vehicles are damaged when they run over Undead
    • The Port Base stockpile is the only place to get materials
    • Colonials and Wardens can help build each other's structures and can access each other's Gates
    • Carved Totems must be equipped in order to be effective (having them in the inventory alone won't work)

Gameplay Features and Changes

  • Collaborative Logistics (Factories & Resource Mines)
    • Under the production queue panel, any order can be marked as:
      • Private - only you can pick up your orders
      • Squad - anyone in your squad can pick up your orders
      • Team - anyone on your team can pick up your orders
  • Home Base rule changes
    • Home Base status is transferred to a Town Base if the current Home Base is a Fort
    • Town Bases are always prioritized over Forts when a new Home Base is assigned (after the old one is destroyed)
  • Howitzers have been added to Port Bases

Game Balance

  • Switching seats has a longer delay
  • Shotgun encumbrance value increased by 100%
  • Shotgun effective range decreased by 10%
  • Pistol stability penalty from movement increased by 20%
  • Revolver stability penalty from movement increased by 15%
  • Garrison Supplies are now produced in crates
  • Garrison Supplies quantity per order has increased by 100%
  • Forward Base Small Garrison Facility cost decreased from 50 to 25 Upgrade Parts
  • Forward Base Large Garrison Facility cost decreased from 100 to 50 Upgrade Parts
  • Static Base Small Garrison Facility cost decreased from 100 to 50 Upgrade Parts
  • Static Base Large Garrison Facility cost decreased from 300 to 150 Upgrade Parts
  • Factory inventory size increased from 9 to 25
  • Sulfur/Scrap Mine inventory size increased from 9 to 15

Other Changes

  • Submit Starter Kit Button
    • All Base screens have a button that allows the player to submit their starter kit (so they no longer need to drop their starter kit items on the ground)
  • Any UI screen that shows the Backpack contents now also shows the encumbrance
  • Fuel is now categorized under the Supplies tab on the Stockpile panel
  • Players are now removed from "Recent Voice" section of HUD player list if they leave the operation
  • SFX is now played when a player leaves or joins your operation
  • Storage Facility renamed to Storage Depot
  • Monument data is no longer downloaded every session, significantly reducing bandwidth consumption
  • Rock visuals updated in Callahan's Passage and Mooring County

Bug Fixes

  • Item count overflows when too many items of a specific type are stockpiled
  • Vehicles can shift to a position above the ground after exiting them
  • Barracks and Watchtowers are vaultable, allowing players to access unintended high ground
  • Structures can be built at the rear part of Port Bases (even by enemy players)
  • Players can easily get stuck in trees
  • Stability does not reset when switching weapons
  • Quickly splitting an item stack twice may cause items to be lost
  • Backpack encumbrance icon in the inventory screen is fuzzy/blurry
  • Last letter in HUD alerts is sometimes cut off
  • 1280x1024 resolution (4:3) can cause Voice Chat to overlap significant parts of other UI, making them unusable
  • No tech parts are given at Scrap mines if orders go public
  • When opening Refinery UI from Truck, "Backpack" is displayed in header instead of Transport
  • T2 Forward Base damaged visual state is missing
  • Fuel only exists under ALL category in Stockpile, and not under the Resources and Supplies category
  • Vehicles are missing the Z-Axis if you aim the weapon at highgrounds or structures
  • Map bugs:
    • Caustic lights appearing in weathered expanse
    • Scrap field west of Lochan Berth only spawning 2 scrap piles
    • Port of Rime in Weathered Expanse needs to have scrap nodes moved
    • Terra on Farranac Coast is missing a Refinery
    • Floating Fuel node in Fishermans' Row
    • Tree in the middle of the road in Mooring county V4k3
    • While in the ocean in Umbral Wildwood, player can't aim, or fire eastward