Update 10 Changelog
Disclaimer:
There were 1500+ tracked changes to the game for Update 10. We’ve tried to include absolutely everything we can below with regard to them, and had to summarise smaller changes to fit within the word count. Any oversights are entirely accidental and not intentional.
Eastern Front
Added Stalingrad map
Added Kursk map
Added Katyusha Strike Commander ability
Added RUS uniforms
Added ZIS-2 AT-Gun
Added Soviet Artillery Piece
Added RUS vehicles including:
T-34 medium tank
IS-1 heavy tank
Ba-10 recon vehicle
ZIS-5 truck
Added RUS weapons including:
DP-27
Mosin Nagant 1891
Mosin Nagant M38
Mosin Nagant 9130
Mosin Nagant 9130 Scoped
SVT-40
SVT-40 Scoped
PPSh-41
PPSh-41 Drum Mag
PTRS-41 Anti-Tank Rifle
Nagant M1895 Revolver
Tokarev TT33 Pistol
RDG2 Smoke Grenade
RG42 Frag Grenade
Satchel Charge
PMD-7 AP Mine
TM35 AT Mine
Western Front
Added Sainte Marie du Mont v2
Meta
Removed resource cost from vehicle roster spawns - Vehicles that are automatically spawned will no longer consume resources. This is designed to remove the uncontrollable Fuel cost to the Commander, to create greater strategic impact on vehicles spawned and resource handling.
Nodes provide a flat rate income of +10/min per node - Based on feedback from the community, the additional gain of resource income that came with the control of enemy sectors was tipping the scale too far in one direction, resulting in a steamroll.
Change to an ambient resource gain of +10/min - Because teams don’t have control over what sector they’re required to capture, it never really made sense to delegate specific resources to a sector. Resource gain tied to sector control created a compounding imbalance the further the attacking team pushed the defenders back, causing a steamroll.
When a sector is captured the team capturing gains 25 of each resource, the team losing loses 25 of each resource. This represents a non-compounding benefit/loss to the gaining or losing of a sector to prevent steamrolling but still reward victory or defeat in a sector.
Changed the Encouraged ability to double ambient resource generation for 5 minutes - This was required to bring the ability in line with the resource changes.
Changed Offensive mode active sectors from 2 to 1
Balanced starting resources
Increased Commander ability costs
Reduced team limit on nodes from 4 to 3
Increased manpower bleed during overtime from -1 to -5 to reflect new resource values
Armor
For an in-depth explanation on the following changes read here:
https://bit.ly/DevBrief135
Added a new hitbox collision system
Added a new vehicle physics system
Added an Engine component to all vehicles
Tracks do not transfer damage to the Hull unless the shell continues to hit and penetrate the Hull armor
Refactored the armour weapon/ballistics system
The switch seat duration for tanks is now dependent on its class
The enter/exit duration for Tanks is now half the switch seat duration
Removed collision from tank barrels
Added smart material system for all Russian vehicles
Adjusted Armor collision behavior
Adjusted Armor health values
Adjusted Armor damage values
Reduced muzzle smoke from tank barrels when firing
Increased repair speed of Blowtorch & Repair Station
Improved FX for penetrating, non penetrating and ricocheting shells
Improved reliability of projectile Impact/Ricochet FX
HE shells can now damage tank tracks
Tweaked HQ automatic vehicle spawns to the following:
HQ#1
Light Tank
Transport Truck
T-34/76 (RUS ONLY)
HQ#2
Medium Tank
Supply Truck
Transport Truck
HQ#3
Recon Vehicle
Transport Truck
Gameplay/Features
Re-enabled bullets traveling the direction of the weapon’s barrel
Enemies marked by the Recon plane/vehicle are now displayed to the Support role.
Removed the ability to hip fire Machine Guns without bracing.
Artillery dispersion increased to 2m-20m
Satchel Charges can now be placed in friendly HQ sectors
Updated Field Manual and Hints
Reduced the height and density of foliage
Updated Controller mapping for Infantry
Added new Controller functionality
Added a new Gun Crewman loadout to the AT role containing the AT-Gun
Reduced the size of OPs and added a shine effect
Improvements to Ultrawide support
Slightly reduced crouched run speed
Continued game-wide optimisation passes
Optimised bombing run explosion
Optimised TPP muzzle flash
Optimised multiple VFX
Increased Satchel Charge damage
Removed distance limitation on AT-Guns
Updated GER manpower nodes with authentic pattern
Allowed reloading while falling to fix irritating bug when stepping off small steps while reloading.
Adjusted Kar98k’s front sight
Disabled the ability to reload Launchers while sprinting
Improved the reliability of placing fortifications on certain terrain
Animation
Introduced a TPP flinch animation when a player is shot
Improved the TPP vaulting animation
HUD/UI
Added the server name, gamemode and map name to the scoreboard (Can be toggled in settings)
Redesigned the Main Menu UI
Allowed players to mouse over a locked loadout to see its contents
Spawn location list numbers start at #01 instead of #00
The vote kick interface now uses the same pop up style as the invite to unit notifications
Commander abilities are displayed in the Text Chat with their location when used by the Commander
Added a keybind for dismissing Hints
Updated tank component icons
Updated sector icons
Updated Controls options UI
Updated the in-game loadout background
Leaving a server now returns the player to the Enlist screen
Enabled zooming in on the character in the Barracks
Recolored Garrison and HQ map icons for better readability
Added a “Ping” visual effect that highlights the player’s location when opening the tactical map
SFX
Added new SFX for multiple weapons
Added new SFX for multiple vehicle engines
Added SFX when vehicles collide with an object
Added SFX when entering/exiting a vehicle
Added SFX when switching seats in a vehicle
Added SFX for Coaxial and Hull mg reloads
Added SFX to Outposts and Garrisons
Added SFX that signals the final 30 seconds of the match
Improved SFX for penetrating, non-penetrating and ricocheting shells
Lowered the volume on truck horns
Replaced steady aim inhale sound with exhale sound
Visual Improvements
Updated the Community AA to produce a sharper image
Reworked weapon Scopes to eliminate visual jittering (This is WIP and will continue to be improved upon in upcoming updates)
Trucks
Machine Guns are now able to damage Trucks
Strafing Runs are now able to damage Trucks
Improved ability to climb steep terrain
Localization
Fixed many instances where a word or phrase was not localized in non-english languages
Implemented localisation for achievements and rich presence
Server Administration
Added an icon to display the player’s location while using the Admin Camera
Added the ability to adjust movement speed while using the Admin Camera (Scroll wheel by default)
Added the ability to zoom in/out while using the Admin Camera (Q/E by default)
Locking on to a vehicle in Admin Camera now places the camera higher behind the vehicle
Bug Fixes
[Fixed] MG34 and MG42 are missing default zoom when ADS
[Fixed] Players receive no damage when in the Artillery seats from Tanks' MG/Coaxial weapons
[Fixed] German Recon Vehicles’ Coaxial MG34 firing VFX is misaligned with the barrel
[Fixed] Player's are not awarded XP points if multiple level 0 ghost structures are upgraded to level 1 within the 60 seconds XP cooldown
[Fixed] Placing small ammo, explosive ammo, or medical supplies box on any team uses the German Satchel placement animation
[Fixed] On offensive mode, attackers are unable to place a garrison once the Defenders HQ becomes the active sector
[Fixed] Certain projectiles have no collision with players who are seated in trucks
[Fixed] From TPP, the cannon of the Tiger tank jitters when rotating
[Fixed] Player can cancel a reload on the MG34 and Walther P38 by switching weapon
[Fixed] Machine Gun reload animation does not play when leaving deployed state after beginning a reload
[Fixed] The engineer can dismantle friendly HQ repair stations
[Fixed] The speedometer of light tanks can be stuck between 6-11km/h
[Fixed] The acceleration audio for the light tanks is incorrect if the user quickly shifts up gears whilst driving
[Fixed] After initiating a vote to kick, pressing twice the "Y" or "N" button counts as a second vote for the vote initiator
[Fixed] The placed airhead icon slightly overlaps with the dropping airhead icon
[Fixed] AT-Gun scope is offset
[Fixed] The title may crash when quitting the game after after a natural map transition
[Fixed] If the player enters the Admin Camera while prone on the front of the tank causes the vehicle to fly
[Fixed] Running over / Colliding with players in a vehicle causes a short repeated SFX / audio issue
[Fixed] Multiple issues present on MG42 animations while bracing
[Fixed] Multiple visual issues with the M1A1 Thompson weapon
[Fixed] Accepting the request to join a unit after changing teams will put the player in the squad of the enemy team
[Fixed] Supply Trucks are observed to slide slightly when on an angled surface and standing still
[Fixed] Social media links are not appearing on Front End menu
[Fixed] Changing stance to prone or crouched after vaulting can cause US players to appear standing when viewed in TPP
[Fixed] When leaning using the M1 Carbine, player's hand goes through the gun
[Fixed] Amount of aim offset for a Tank changes when the tank is at an angle
[Fixed] Players are unable to place satchel charges on the treads of the enemy tanks
[Fixed] The external cargo on the US Heavy 75 and Heavy 76 tanks have no projectile or bullet collision or passthrough functionality
[Fixed] Locking on a vehicle while the vehicle is being destroyed, locks the camera inside the vehicle until the user unlocks it
[Fixed] The "unlock from target" Admin Camera button has no functionality when the targeted vehicle is destroyed.
[Fixed] Toggle Clip button "J" has reversed functionality for Admin Camera
[Fixed] The Admin Camera HUD does not display the Sector Progress Bars
[Fixed] The player still has collision with vehicles while using the Admin Camera mode
[Fixed] The US Small Ammunition box, Medical Supplies box and Explosive Ammo box have identical models when held in hand
[Fixed] Player can become stuck inside assets/terrain when revived in certain conditions
[Fixed] Placing a deployable no longer takes priority over movement
[Fixed] The satchel will float when placed on the front of the German Medium Tank
[Fixed] Animation issue present when leaning and having a Bazooka or Panzerschreck equipped
[Fixed] Various Player created structures are observed to not award any combat score when dismantled
[Fixed] Spamming the "Join" button and spamming "Y" when popup message appears, on a locked Squad in the deployment screen can cause the player to crash the game
[Fixed] Inconsistent level requirement for the "Raider" loadout in the Assault role between teams
[Fixed] Blood VFX on player models has been observed to noticeably flicker
[Fixed] The Enlist screen is inconsistent when referring to the US team
[Fixed] Unit member names for Infantry Units are misaligned when displayed on the in-game HUD
[Fixed] Map does not open with an "On Press" instead it opens with an "On Release" when using the default Map key
[Fixed] Unable to switch off "Show chat for new message" toggle
[Fixed] UI icon for favourited servers does not remain highlighted when selected on the 'Enlist' screen
[Fixed] Pressing the default open map key [M] during an open text chat will open the in-game map
[Fixed] Occasionally the user is unable to change the Fullscreen Resolution
[Fixed] Redeploy Button is still accessible when dead on the KIA screen
[Fixed] Enlist screen sometimes shows 'Text Block' placeholder when servers have not yet loaded
[Fixed] When changing role from "Officer" to "Commander" without leaving your unit, the "Leader Settings" button remains on the deployment screen.
[Fixed] Opening the "Barracks" for the first time after playing a game with one of the factions, the loadouts presented in the initial page are inverted for each role.
[Fixed] The 'Deploy' button will remain red after selecting a new spawn point during the deployment countdown
[Fixed] Switch Team button is usable for a split second when Team Switch is on cooldown
[Fixed] Players will not receive the "Failed to Deploy" message when the spawn they are attempting to deploy on is destroyed
[Fixed] Some Hints and Field Manual entries display debug text
[Fixed] Hints will be interrupted if a newer hint is triggered
[Fixed] Strong Point icons do not go grey when the sector is contested
[Fixed] Text chat becomes non-functional if pressed and re-pressed while aiming down sights
[Fixed] Changing a keybinding removes the player's ability to return to the frontend via the [Esc] key
[Fixed] Many situations which should trigger hints do not
[Fixed] [TPP] The satchel charge can clip through the player model when performing a climb animation
[Fixed] [TPP] The US Supply Crate is clipping through the player model when performing vault/climb animation
[Fixed] [TPP] The German and US resupply boxes are clipping through the player model when performing climb animation
[Fixed] [TPP] The German Supply Crate is clipping through the player model when performing vault/climb animation
[Fixed] [TPP] The animation for the Support Role holding the Supplies is misaligned with the Player's left hand
[Fixed] [TPP] As Support, the Supplies placement animation is misaligned with the character model
Utah
[Fixed] An instance of misaligned foliage textures
Hill 400
[Fixed] A rock which can be exploited to see through
[Fixed] Several trees clipping through a stone fence
Foy
[Fixed] A barbed wire asset with missing functionality
[Fixed] An asset displaying a pink texture when viewed from a distance
[Fixed] Multiple misaligned assets
Omaha
[Fixed] Invisible collision present in a specific area
[Fixed] Multiple floating assets on the beach
[Fixed] Multiple assets clipping into objects or terrain
[Fixed] Multiple misaligned mudbanks
[Fixed] A roof of a shed clipping through the side of the house next to it
Carentan
[Fixed] Z-Fighting visible on Brick wall texture
[Fixed] Multiple clipping fences
[Fixed] Gaps visible between Brick wall assets
[Fixed] Multiple assets clipping into objects or terrain
[Fixed] Section of misaligned dirt track
[Fixed] Area on the map that vehicles can all get stuck on
[Fixed] Deployable equipment can’t be placed on Sidewalk / pavement
Hurtgen
[Fixed] Multiple floating/misaligned assets
[Fixed] LoD transition issue with a building row asset
Sainte Mere Eglise
[Fixed] Multiple locations where the player was able to become stuck
Purple Heart Lane
[Fixed] Multiple floating/misaligned assets
[Fixed] Multiple assets clipping into objects or terrain
[Fixed] The edges of certain parts of terrain are visible
[Fixed] Invisible collision present in multiple areas of the map
[Fixed] LoD issue present on the ground in areas with very shallow water
Known Issues
Below are known issues in U10 which have already been fixed in the upcoming Patch 16:
The supply crates in the back of Supply truck have no bullet collision
[SMDM-O-GER] Defenders can push until they reach the attackers' HQ if the first point is not captured.
[SMDM-O-US] Defenders are unable to access the entirety of the first initial HQ strongpoints.
[FOY-O-GER] Attackers Commander is unable to spawn vehicles on the right-side HQ
Some performance hitches can occur on the Stalingrad map depending on density of location and specific hardware.
Marine Uniform sleeves have a stretching issue in FPP.
We will be fixing the following with a new method for U11:
Sniper scope reticles can become misaligned with the scope during certain animations
We also want to reiterate that armour physics and driving experience is still a work in progress and will be subject to additional polish.