Major update Today 6/27!!!

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|*|OH|*|dirtyjob
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Major update Today 6/27!!!

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https://www.youtube.com/watch?v=2JUS5IjnU7Q

What’s New

Armour Updates

We’re excited to announce that we have collaborated with community member Internoto (Project Variety), and are introducing almost 40 new vehicles and AT guns with this update. This includes:
Jagdpanzer 38t (Hetzer) (German)
Sturmhaubitze 42 (StuH) (German)
Panzerwerfer 42 (German)
Ostwind (German)
Sdkfz 234/3 Stummel (German)
Marder 3 Ausf. M (German)
Nashorn (German)
Sdkfz 251/22 (Pak40) (German)
leichtes Infanterieschütz 18 (German)
Sturer Emil (German)
M36 Jackson (US)
Calliope (US)
Sherman M4A3E2 Jumbo (US)
M26 Pershing (US)
M3 Gun Carrier (US)
M20 Utility Car (US)
M1 ATG (US)
AEC Armored Car (UK)
Tetrarch (UK)
Challenger (UK)
Comet (UK)
Valentine Mk XI (UK)
M1919A4 .30cal Willys Jeep (US)
MG42 Kubelwagen (German)
And more!




We have also added some interesting new game mechanics, allowing infantry the ability to ride on friendly tanks, and also to operate mounted MGs on some tanks – adding extra firepower and incentivising combined arms operations in game. Driver-operated smoke launchers have also been fitted to numerous armored vehicles in game, making tanks significantly more formidable opponents.

New Gamemode - Frontline
We gave a sneak peek of Frontline in this preview, and we’re excited to include it in this update!



This mode is still work-in-progress, and will initially be available on three maps as we look to refine it (with your feedback) and roll it out on more maps in future patches. The maps included in this update are:
Driel
Utah
Veghel


Arnhem Range Updates
The Arnhem Range has had a large overhaul to allow it to include a new tank practice range, a driver training track, an updated infantry shooting range (with pop-up targets), a logistics training area, and a kill house, where players can compete against one another to achieve the title of most deadly!



Arnhem range will be able to be hosted on community servers which will allow players an environment in which they can train and compete together, allowing players to get to know each other while preparing for the fight! We hope this will help clans in particular.

It is also our aspiration that players may be able to access the range in future, while queuing for a live server, making servers queue times significantly more palatable.


Map Updates
In addition to all the new content coming, we have also spent time polishing existing maps, with graphical improvements made to several Chapter 1 maps as well as Chapter 3 maps. Chapter 4 maps have also benefited from improved lighting and shadow work to provide a greater immersive environment for the player. We are, however, most proud of the overhaul of Utah invasion mode, which, in addition to graphics changes, now features wave spawning landing craft and scripted events (like dummy landing craft) to provide that next level of immersion.



Additional Updates
Numerous small bugs have been fixed in this update and we hope this will be particularly clear in the use of bayonets and AT guns. Some weapon animations have also been refined and we have aligned weapon sway to relate more to weapon weight, while recoil, bullet penetration, and suppression have been amended to reflect weapon caliber. On top of all of this, we have removed the requirement for rallies to be refreshed after being placed, added faction-specific cinematic end screens and music, created new role icons, and started to put together an up-to-date community drive. This community drive will allow the community to access up-to-date information on all map layers, vehicles, and admin spawn commands.



Changelog
Level Design
Final Chapter 1 graphics amends
Started Chapter 3 graphics amends
Fixed Carentan Geo and refined church area
New lighting for Chapter 4 maps
Disabled distance field lighting on Chapter 4 maps
Added a killhouse to Arnhem Range, with score and time tracking
Added tank-sized targets for vehicle gunnery to Arnhem Range
Added tank and vehicle spawners to Arnhem Range
Added a free-construction practice area to Arnhem Range
Added ANZACs and Greeks to the Shooting Range
Changed Utah beach landing craft to alternative wave spawns, added dummy landing craft
Added new Mechanized and Specialist vehicle spawner categories to all Map Layers
Updated tank decks with new vehicles and rebalanced existing vehicle distribution
Updated Dreil Offensive lattice
Added new Offensive layers to Grave
Added new Skirmish layer to Maginot
Added new POI for Oosterbeek and moved Johanna Hoeve farm to correct area
Added new capture point to Grave (Offensive 04)
Reworked St Mere Eglise Church
Reworked Utah beachfront

Gunplay
Added new animations for the MP40 and 3kg Gebalte Ladung Explosive Charge
Replaced Semi-auto firing mode with a slow fire rate firing mode on the BAR
Reworked hammer animations on the Colt 1917, Webley MK6 and Mle 1892 revolvers so that they fire hammer down, removed cylinder spin animation on the dry reloads
Changed standing and crouching lean left 3P animations to not switch the shoulder, as it is a more modern shooting technique
Slightly decreased recoil on the M1 Carbine, Slightly increased recoil on the G41 and G43 to be more in line with other Semi-Auto full power rifles
Extended M1 Carbine 1-shot incap damage range from 100m to 150m
Extended all MGs 1-shot incap damage range from 150m to 300m
Reduced deviation on Panzerschreck and M1A1 Bazooka by 66%, Reduced deviation on the Panzerfaust and Piat by 50%
Added 50m point blank zero setting for the Panzerschreck, M9A1 and M1A1 Bazooka
Set all handheld sniper rifles magnification to historical values: Springfield: 2.75x; Lee Enfield No.4: 3.5x, K98: 4x, P14: 3x; Lebel: 3x, Ross: 5.2x
All sniper rifles: Increased sway to match their normal rifle counterparts
Standardized sway on all weapons, in general heavier weapons have more sway, crouching has at least 2.5x more sway, standing has about 0.25x more sway compared to previous patch
Increased recoil on the FG42, Bren, BAR, ZB26, Mac24 and STG44
Reduced recoil on the MG08/15
Reduced non-bipod ADS recoil on the LMGs
Reduced hip-fire recoil for the MGs by 50%
Increased suppression trigger radius from 3m to 5m, increased maximum suppression trigger radius from 0.5m to 1m
Set zero on the Ruby 1915 and Webley MK6 pistols to 50m
Reduced camera shake on the Emplaced MG08, St Etienne and Vickers
Set up projectile specific suppression settings that were previously unused, the larger the caliber, the bigger the initial punch and more sway induced. MGs of the same caliber as rifles give more suppression compared to their rifle counterparts
Fixed penetration inconsistency with the Bren MKIII and Lewis Guns that was preventing them from doing much bullet penetration
Decreased penetration on most small caliber pistols (except for anything larger than 9mm)
Fixed .50cal projectile not displaying the correct FX when shattering and ricocheting
Fixed lowered left hand on the M1917 Revolver going behind the character
Increased deviation on the M2 .50cal from 1.5 to 5 to decrease it's accuracy at longer ranges
Added 25cm trace distance to the Anti-Tank rifles to prevent it from jamming into a tank and shooting through armour

Vehicles and AT Guns
Added 33 new vehicles/AT guns - Cromwell Mk. IV (Medium Tank), Churchill Mk. VII (Heavy Tank), M10C Achilles (Tank Destroyer), Sherman V (Medium Tank), Universal Carrier M2 .50cal, Universal Carrier Vickers Mk1 MG, Universal Carrier Boys Anti Tank Rifle, Nashorn (Tank Destroyer), Ostwind (AA), Jagdpanzer 38t (Hetzer) (Tank Destroyer), Marder 3 Ausf. M (Tank Destroyer), Sturmhaubitze 42 (StuH) (Tank Destroyer), Sturer Emil (Tank Destroyer), Panzerwerfer 42 (SPG), Sdkfz 234/3 Stummel (Gun Carrier), Sdkfz 251/22 (Pak40) (Gun Carrier), Jagdpanzer IV L/48 Late War (Tank Destroyer), leichtes Infanterieschütz 18 (Anti Tank Gun), M36 Jackson (Tank Destroyer), Calliope (Support Vehicle), Sherman M4A3E2 Jumbo (Medium Tank), M26 Pershing (Heavy Tank), M3 Gun Carrier (Gun Carrier), M20 Utility Car (Transport), M1 ATG (Anti-Tank Gun), AEC Armored Car (Scout Car), Tetrarch (Light Tank), Challenger (Medium Tank), Comet (Medium Tank), Valentine Mk XI (Medium Tank), Kubelwagon MG42 and Willys Jeep M1919 .30cal variants
Returned the H35 and Char B1 tanks to Chapter 2
AT gun collision reworked
AT gun physics assets adjusted
Tank riding introduced - all rideable seats on vehicles have a 3D HUD icon to show where you can sit. If a tank barrel collides with the riding player, the player gets ejected from the seat
Turret/Chassis mounted infantry-enterable machine guns added to the Jagdtiger (MG42); M5 Stuart (M1919), Staghound (M1919); Sherman M4A3 (M2 .50cal), Sherman M4A3 Wade (M2 .50cal), Sherman M4A3E8 (M2 .50cal), M24 Chaffee (M2 .50cal), M10 GMC (M2 .50cal), M18 Hellcat (M2 .50cal), M26 Pershing (M2 .50cal), M36 Jackson (M2 .50cal), M4A3E2 Jumbo (M2 .50cal), M8 Greyhound (M2 .50cal)
Set M3 37mm AT Gun to use the firing audio as other similar caliber cannons
Added Driver-Launchable smoke dischargers (default button: C) to the Sherman M4A3E8, M4A3, Chaffee, Staghound, Firefly, Matilda MKII, Daimler, Cromwell, Churchill, Panhard, Sdkfz 234, Jagdtiger, Jagdtiger, Tiger, King Tiger, Panther, Vickers MKVI, Bren Carrier, Jagdpanzer IV, Panzer IV H and Panzer II
Set Panther sights to start at the base zero setting
Shortened seat switching for the Kubelwagen and Willys jeeps to 0.75 seconds from 1 second
Slightly raised the camera on the peek-out pose for tank commanders
Set hull gunner turn out FOV to 90 (from 70), to prevent additional zoom for when the character is turned out
Made the .50cal on the Hellcat an infantry-mountable MG, allowing the tank commander to focus on using their binoculars
Configured M10, M18 Hellcat commander to properly turn out
Set all vehicle-based binoculars to have the same zoom as handheld binoculars
Added bouncing animated antenna and tow loops/hooks to all applicable vehicles
Set Hull Gunner turned out position to be able to fire their Hull MG
Added visual ammo box attached to the emplaced and open turret mounted M1919s
Set vehicles with open top access seat positions for their commanders and gunners to enter those seats a lot quicker (Greyhound, Jackson, M20, M18, M10, Sturer Emil, Ostwind, Nashorn, Marder III, Hetzer
Fixed Sherman Firefly's interior firewall modeled in the wrong position
Cut holes for the gun into the turret armour for the Sherman M4a3, Firefly, Stuart and Chaffee tanks, fixing a bug where frontal turret armour on these vehicles was stronger than intended
Reduced Sherman Firefly gun mantle armour to 50mm from 80mm, removed additional armour from the fronts of the old hull gunner and driver positions
Fixed Sherman M4A3, Sherman M4A3E8, Firefly Ammo Rack Historical Inaccuracies
Fixed Jagdpanzer IV L70 having ammo racks too small
Removed extra ammo rack under the turret from the Tiger
Fixed Commander cupola on the Chaffee not rotating with the turret
Reduced Sherman M4A3E8 ammo capacity by 33% for historical accuracy (107 rounds to 71 rounds)
Added turret ammo rack on the Churchill that was missing before
Resized ammo racks to be smaller on the Stug III, redistributed ammo to have more HE on the Stug III A, reduced overall capacity to 44 rounds; Gave more HE ammo to the Stug III G, reduced number of AP rounds
Fixed up frontal armour plating on the Panzer III G to total 80mm of armour
Resized ammo racks on the T17 Staghound
Increased hill climbing capability of the Bren Carrier, increased top speed to 45kph from 30kph
Improved turn handling on the M18 Hellcat, M24 Chaffee, M10 GMC, Cromwell, Jagdpanzer IV, H35, S25, B1 Bis, Panhard, R35
Improved hill climbing capability for the M8 Greyhound, Sdkfz 7, Sdkfz 222, 232, 251, 254, BMW R75 Bike, Kettenkrad, Daimler, M3 Halftrack and Staghound
Increased handbrake strength on the M8 Greyhound, Panhard, Staghound, Cromwell and M18 Hellcat
Fixed intense rumbling when going at high speeds on the M24 Chaffee
Changed British Vickers Periscope from circular telescope to wide rectangular periscope
Changed British Vickers Periscope to be rotatable with CTRL input, and to function like a standard periscope with horizontal-only traversal
Updated ZF14 periscope on the Hetzer, Stuh 42, Stug III G/A, Marder III, Tiger I, Jagdpanzers, Jagdtiger
Added rotating 360-degree rotating periscope to the Panzer 38t and Sdkfz 254 Puma
Fixed a lot of periscopes being undamageable from small arms
Greatly improved visibility on most periscopes by cleaning the glass on them
Made the glass cracking effect on broken periscopes much more severe
Added unique animations for all passengers of the Landing Craft on Utah Beach
Reduced recoil impulse on the Sdkfz 222 to prevent the gun from pushing the vehicle really far back when firing
Updated insignia on all British vehicles
Extended Bren turret traverse angle on the Universal Carrier
Increased turning radius on the commander periscope for the Jagdpanzer IV to +/-90
Updated Panzer III and Stug III Driver and Hull gunner entrance hatches to be on the turret for historical accuracy
Increased periscope traverse on the American M6 periscopes on all US armoured vehicles from +/-50 to +/-90
Aligned tank reloading sounds so that they better match their reload durations
Driving turning tweaking to the Panzer 2, 3 and 4 and 38t to make it more controllable
Reduced penetration of the 40mm APCBC used in the Tetrarch and Daimler guns from 89mm to 81mm
Set 37mm and under cannons to use the smaller Autocannon muzzle flash
Thinned the reticle for the Flak 38
Added spare track armour and camouflage decoration to the Cromwell and Churchill tanks
Set Gunner's rotatable periscope to the Loader's side periscope on the Sherman and Pershing; Set the 1x sight for the Sherman, Pershing and Chaffee to the Gunner's periscope side
Fixed BMW R75 bike steering to the left
Enabled French tank gunner/commanders to fire their turret's weapons while turned out
Fixed crewmen being unkillable while exposed on the M36, M10 Wolverine, M8 Greyhound and M18 Hellcat
Added additional KFF driver periscope view option for applicable Panzers
Set Hetzer, Jagdpanzer IV, Stug III G, Panzer IV's PzGr39 penetration value to 140mm
Set Sherman Firefly's 76mm APCBC and Comet's 77mm APCBC to have the same impact damage type as a 75mm AP, originally was set to 88mm AP
Raised the driver turn out camera on the Panzer IV D
Removed some turret mounted ammo racks on the King Tiger as per doctrine, reduced its ammo by 12 rounds to compensate
Added Fuel tank to the Vickers Mk VI tank
Resized fuel tanks on the M10 GMC, shifted driver position
Increased diameter of turret ring on the King Tiger
Removed APCR rounds from the Jagdtiger for historical accuracy
Staghound Shifted commander position to not clash with the ammo rack; sized down the gearbox to lessen clashing with the driver
Resized Jagdpanzer IV L48 ammo racks
Set B1 Bis tank to not have main gun traverse and the gunner sight position to be where the driver sight is
Fixed mantlet armour on the Cromwell and Churchill tanks
Fixed driver clipping on the Cromwell
Fixed side hatch weak point in the armour on the Churchill tank
Set Daimler to use 35 APCBC and 17 HE rounds, HE is renamed to 'Shell' instead of 'Shot'
Fixed Matilda II driver's legs sticking out the bottom
Set Panhard to use only APCR ammo
Shifted engine and fuel tank positions behind the firewall on the Panzer III G
Fixed Sherman M4A3E8 LOD of the spare roadwheel appears quite close
Set Puma to 6.5s reload time; Set Firefly reload time to 9s; Set Jagdpanzer IV L/48 reload time from 7s to 5s; Set M5 Stuart and M8 Greyhound reload time to 3.5s from 5s
Set 6 pounder APDS penetration to 190mm; Set 6pdr APCBC penetration to 122mm
R35 tank Gunner - Changed the blend in time to not have the character pop out in that pose before going into the proper turn-out pose
Removed visible tracer on tank cannon shot for realism purposes
Added turn-out hatch positions for the Panzer IV Ausf. D and Ausf. H Hull Gunners
Removed ammo box weak points from most jeeps and trucks that don’t have ammo racks
Changed commander binoculars and binoculars used by anti-tank gun crew to look the same as handheld binoculars
Re-worked collision meshes for the Kubelwagen and Willys Jeeps to be more accurate to their visual meshes

UI changes
Added new highly cinematic round end victory and loss screens, with music, specific to each map and faction
Created new unique icons for all roles and kits
Commander asset call in marks on mini map changed
New icons for Radios/spawn tents/supplies on player screen
Updated a large number of selection icons for the vehicle spawning menu
Added toggle-able compass (default/2D/3D) in graphics settings
Re-shot icons for the vehicle spawners for some vehicles
Fixed Discord link in the main menu
Removed extended ammunition names from the ammo name in the Tank Gunner UI, leaving only the official designation for the ammunition
Fixed missing Supply dump icon
Updated minimaps for Chapter 1 and Utah
Tweaked the position of the driving UI, shifted passenger list to the right side
Fixed tank deck close button would get lower then the screen
Fixed tank deck has no option to scroll through the list

Gameplay
Stuka/Mosquito call in point now the middle of the effect
Specialist vehicle decks introduced to allow greater vehicle variety on maps
Introduced proximity spawn tent blocking (2 players within 20m, with player number requirement increasing by 1 every 10m, to 9 players within 90m)
Changed Basic Spawn tent health to previous (easier to hide, but easier to destroy)
Removed requirement to refresh a rally
Changed tank spawner code system
Add new deck spawner for Mechanized and Specialized vehicles
Modding: Add a vehicle spawner option to customize the sign

Gamemodes
Introduced Frontline gamemode
Reworked red zones on multiple offensive maps

Support
Added sentry crash system
Added analytics for performance profiling
Introduced pak chunking to reduce future updates download sizes

Bug Fixes
Fixed Bayonet hit detection getting blocked by overlapping volumes
Fixed vehicle/tank spawners on Arnhem range
Fixed vehicle spawners not detecting trucks blocking vehicle spawn area
Fixed excessive sway on the Lebel Scoped, P14 Sniper and Ross Sniper
Fixed weird right hand pose on the Lee Enfield lowered/rest pose
Fixed bullet premature impact on the Browning HP and Pistole 640b
Fixed Daimler gunner viewport being blocked and in a weird position in the vehicle
Fixed Cromwell Driver exiting into the origin of the vehicle and stuck under the ground
Fixed MG42 Bunker having a very limited angle in which to enter the MG42 gun turret
Fixed 1x sight on the Sherman and Chaffee looking weird in Ultrawide
Fixed metal tracer ricochet to display a more realistic amount of sparks
Fixed missing driver HUD on standalone play
Fixed missing seat count for Panzer III G when spawning the vehicle
Fixed impulse and other collision spheres affecting tanks
Fixed .50cal projectile fails to play Shatter and Ricochet VFX upon impact
Fixed MG tracer projectiles not playing ricocheting VFX
Fixed mesh merging (character faces and hands vary)
Fixed side ammo racks extending below armour on the King Tiger tank
Fixed Gunner head sticking into you when opening/closing commander hatch on the Churchill tanks
Fixed Char B1 and H35 crashing servers
Fixed hand grenades damaging Bren Carrier's engine, as well as some jeeps and trucks
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