With the Steam Autumn Sale kicking off today, nominations for the 2024 Steam Awards are now underway. We hope you'll consider nominating Squad 44 for the Labor of Love Award.
Squad 44 has truly been a labor of love.
From the people who have developed Squad 44 over the years, to the players who have been with us since the very beginning, Squad 44 is a game that just won’t quit. With the upcoming release of the Pacific Chapter, we can’t wait to see what the future holds.
Over the past year, we announced our plans with the release of the 6-month roadmap, setting the framework for the changes and improvements the team was ready to take on.
In the middle of the year, we released the Reign of Steel update, our largest update to date. This update included massive vehicle updates, with around 40 new vehicles joining the Squad 44 arsenal. We also introduced a brand new gamemode, Frontline, which has been receiving great feedback from the community.
As the year moved forward, we updated our roadmap and officially announced that we’re introducing the Pacific as the newest theatre for Squad 44 , with the first update coming before the end of this year. So much hard work and dedication has gone into the making of the first map, Iwo Jima, and we can’t wait to get this update into your hands.
We wouldn’t be here without the incredible support from this community, and for that, we are truly grateful. Being nominated for the Labor of Love Award would mean so much to us, so please consider choosing Squad 44 for this year's Steam Awards.
If you haven't already, you can pick up Squad 44 for 50% off until the end of the Steam Autumn Sale. We'll see you on the Pacific Front, soon enough!
Squad 44 will be on sale during Steam Autumn Sale for 50% OFF! This offer lasts from November 27th until the Autumn Sale ends on December 4th, so grab a discounted copy for you or your friends during this limited time!
We wanted to share some news from the other side of Offworld that you may not be familiar with — our friends on the Starship Troopers: Extermination team are excited to announce that their 16-player co-op FPS has now left Early Access! In addition to launching 1.0 today, it’s also available on PlayStation 5 and Xbox Series X|S.
Starship Troopers: Extermination features 16 player co-op matches, multiple classes, an arsenal of weapons and abilities, and the Carnage system — a tech advancement developed right here at Offworld. As you take out bug after bug, their corpses will pile up, so much so that living enemies can use them as bridges into your base!
If you’re a fan of the films, want to take the fight to the Bugs, or enjoy base-building and teamwork, check out Starship Troopers: Extermination!
The team has been working hard to bring you this latest update, which includes 100-player server functionality, Frontline mode added to more maps and layers, updated mines and explosives, bug fixes and more! Full changelog down below.
After this update, the team's main focus will be towards the Pacific, so regular updates will slow down. During this time, we plan on showcasing what’s being worked on with livestreams, social posts, dev blogs, etc. Keep your eyes on socials for updates!
What’s New
100-Player Server Functionality
We have undertaken some UE4 replication optimisation using existing technology from our other Offworld title, Squad. This means servers should run significantly smoother and now allow for 100 players!
Thanks to everyone who came out to our public playtest!
New Frontline Gamemode Layers
Following the success of the new frontline gamemode, we have rolled it out across all maps in the game. This means players will be able to enjoy the frontline gamemode across all chapters, a total of 20 maps.
Additionally, we have added several new objective types, such as document search, where players have several areas to search to find documents for their squad lead or commander to recover. We have also added a wider variety of objectives to destroy, such as weapon caches, vehicles, deployed mortars, etc.
Reign of Steel Tanks added to Armoured Gamemode
We have added the new tanks from Reign of Steel into the armoured game mode. This will allow armoured players more opportunities to try out the tanks and compete against one another in all-out armoured combat.
Commander observation cupolas have been overhauled to bring the periscopes much closer together. This makes them more usable for buttoned-up tank commanders by increasing their situational awareness.
Armour-Piercing shells have received a tweak in their performance meaning that spalling from these shells is better scaled based on their caliber. The cone in which spalling projectiles occur has also been narrowed to better emphasize the importance of getting an accurate shot on a particular tank component. Depending on the type of armour-piercing ammunition, the amount of hull damage conferred will be different. In general, AP ammunition deals the most damage, but has the least amount of penetration potential. APCR, APCBC, APDS and HVAP ammunition types generally deal less damage but have higher penetration potential. We also increased the minimum bounce angle of HEAT-type ammunition by 50%, meaning that it’ll be much easier to score a hit with HEAT ammunition on an angled surface.
We are also introducing 2 new vehicle variants in this update: the Cromwell Mk.VI ‘Close Support’ (CS) Tank, which sports a 95mm howitzer and lots of high-explosive ammunition, and the AEC Mk. III Armoured Car, which has a powerful QF 75mm gun.
Mine and explosives overhaul
We have added in the smoke rocket to the US bazooka and have refined the behavior of mines to reflect their real life abilities. So the ‘Bouncing Betty’ mine (German S-Mines) will now “bounce” up and other mines of the various other factions will reflect their real world performance too. All mines are now placed individually rather than in clusters, and the amount of which you can place has been overall increased. A very noticeable click and delay before detonation also ratchets up the tension after stepping on a mine.
Hand grenades as well now have been tweaked to reflect their real life counterparts. An example is the German stick grenade having a wider blast radius but higher damage falloff due to its lack of significant fragmentation, compared to the American Mk2 ‘Pineapple’ grenades or the British Mills Bomb.
American and British fragmentation rifle grenades now also reflect their real life performance and are on a timed fuse rather than an impact detonated fuse. This will mean you’ll need to adjust the way you use these grenades and they will be a far less of a lucrative option to get easy kills. Being on a timed fuse allows you to also shoot them into rooms in close quarters more safely.
Graphics overhaul continued (Chapter 3)
We have worked hard to rework St Mere Eglise and Carentan to be more in line with their historical real world locations. Various building models have been further refined and furniture has been installed in various open buildings to give both maps more of a lived in feel.
Bug Fixing
We have continued to work on bug fixing and have also been tweaking the performance of various vehicles as well as developing more realistic animations for a lot of weapons in game.
Changelog
Gamemodes
Added Frontline Gamemode to 18 maps - Arnhem, Best, Carentan, Colmar Winter, Colmar Summer, Dinant, Doorwerth, Foy, Grave, Haguenau, Heelsum, Maginot, Maleme, Oosterbeek, Rethymno, St Mere Eglise, Stonne, Velmolen
Introduced new Frontline objectives (find & capture secret documents)
Enabled radio destruction when a red zone moves over a previously built radio (as frontlines move)
Possible fix for offensive redzones not showing correctly
Possible fix for frontline redzones not showing correctly
Offensive gamemode red zones now still show when a Capture point goes neutral, instead of disappearing on the UI
Level Design
Final Chapter 3 graphics amends (Carentan and SME)
Carentan refinements - some 450 hidden interior assets removed from locked buildings and added to open buildings on Carentan
Carentan clean up - Resolved majority of grass clipping into buildings and replaced ditches
Moved Out of Bounds on Carentan to avoid mines on Road leading out of Allied Spawn
Updated misaligned interiors on St Mere Eglise
Updates certain areas and forests of Maginot
SME level optimisation to improve FPS
Changed Layout on St. Mere Eglise to align closer to reality 1944
Reworked “Notre Dame de Carentan” to have attic and Roof access
Various level design fixes on multiple maps
Haguenau updates (replaced ditches)
Snow material updates on Foy, Haguenau and Colmar
Fixed vehicles sinking into Utah beach sand
Fixed vehicles sinking in the vicinity of the UK repair crane
Fixed vehicle spawner on Utah Frontline
Fixed Velmolen Offensive 3 has no staging zone for forward attacker
Fixed that tank sections are no longer visible on several maps with no tanks to spawn
Fixed Carentan Church Collisions
Fixed wrong vehicle setup on Haguenau Off 11
Add missing CMD actions for multiple layers
Fixed wrong CHM Mechanized vehicle setup
Added new St Mere Eglise minimap
Added new Carentan Minimap
Arnhem Range set both teams can enter every vehicle
Adding a kit role switch crate to the Shooting Range
Refined Invasion redzones
Utah Invasion v2 - Bugfixed wrong boat landing spot + removed frontline bunker in the middle of the south
Fixed non leaning bug on BP_ShootingRange_Board collision boxes (Arnhem Range)
Fixed floating and blocking stones on Maginot road at C5-3-8
Weapons
Tweaked Bazooka, Panzerfaust, Panzerschreck and Piat to use real world data for penetration and projectile velocity
Decreased Piat projectile penetration from 150mm to 115mm; Increased Panzerschreck penetration from 130mm to 135mm, Decreased Bazooka HEAT penetration from 130mm to 127mm
Increased angle at which all HEAT projectiles will penetrate from 30 degrees to 45 degrees
Added White Phosphorus Smoke rockets for the M9A1 and M1A1 Bazooka
Fixed rifle launched frag grenades not having explosion FX when exploding in mid-air
Fixed Hawkins mine and Magnetic mine not being able to destroy external components like shields and track decoration
Tweaked SMG recoil to be a bit more unpredictable and less laser-like
Increased slow fire rate on the BAR from 300rpm to 400rpm
Decreased explosion radius of the K98 Frag grenade launcher from 15m to 10m
Set Lee Enfield Cup Discharger grenade and M7 Frag grenade to be on a 4 second timer fuse rather than an impact detonated fuse
Set all Rocket Launchers and Grenade Launchers to use a longer deploy animation that loads the grenade or rocket into the weapon
Added smoke trail to the Launched Mills Bomb and the M7 Frag grenade
Added new BAR non-bipod and M1 Carbine reload animations
Fixed BAR undeploy bipod sound playing on repeat
Tweaked G43 reload dry animation to not throw the empty magazine away
Added new M3 Grease Gun reload animations
Added new Bren reload animations
Added new deploy/undeploy animations that operate the safety to the Sten, Thompson, Colt M1911A1, M1 Carbines, Grease Gun, Garand, Lee Enfield, K98k, Mannlicher, Springfield M1903, STG44, G41, FG42, BAR, Bren and G43
Added new fire rate change animation for the Thompson and BAR
Tweaked Gras rifle equip and unequip to be not as instant
Tweaked RSC1917 foley, fixed undeploy animation not playing in 1P
Tweaked foley on the Bren, Sten and Garand
Foley tweaks to the throwable explosives (louder hissing sound and visible smoke trail)
Sped up bipod reloads for the ZB26 and MAC24 by 30%
Sped up MP40 deploy and undeploy animations by 25%
Fixed throwable TNT having wrong selection icon
Switched shell ejections on the 8mm mauser caliber weapons to use the proper shell casings
Switched French faction units to use the Jumelle 6x30 Binoculars instead of the British binoculars
Fixed Scoped Lee Enfields not weapon resting properly
Renamed P14 Enfield to 'Rifle No.3 Mk1'
Tweaked lowered position on the P38
Fixed incorrect equip time on the Browning HP
Fixed UK 3 inch HE mortar shooting wrong projectile.
Set Gammon bomb and Geballte stick grenade to outright kill infantry if they get too close
Amended various weapon LODs
Mines to deploy one at a time instead of clumps of five
Mine trigger radius overall sized down to the size of an individual mine
Blast radius for AP mines on them widened overall (S-Mine - 35m; MkII - 35m; M2A1 - 18m; Mle 1939 - 22m)
Increased placement capacity and mine inventory count (AP - 3 mines in inventory, 6 max placeable; AT - 2 mines in inventory, 4 max placeable)
All mines have a very audible click sound upon triggering
Delay on their detonation after triggering based on historical data, varies by mine type
Added a trigger delay of about 0.75-1 second to all AP (S-Mine has a delay of 4 seconds)
Adjusted detonation delay on all AT mines to 0.15s from 0.75s
Added a 'bouncing' animation before detonation for the 'Bouncing Betty' S-Mine and Mk II Mine
Fixed weird stacking for all AP and AT mines
Adjusted power levels of all explosive grenades to their real life counterparts - Fragmentation style grenades have smaller damaging radius but lower damage falloff; Concussion style explosive grenades have larger blast radius but higher damage falloff - (Stick Grenade - 18m radius; Mk2 Pineapple - 12m; M39 Egg grenade - 16.5m; Stick grenade Geballte - 25m; Gammon grenade - 15m; F1 grenade - 12m; Mills Bomb - 15m)
Added SMLE No.1 Mk3 Cup Discharger to ANZAC grenadiers
Fixed AT mines not dealing damage to infantry when exploding
Vehicles
New vehicle variants: AEC Mk III Armoured Car and Cromwell Mk VI Close Support (CS) tank
Fixed Puma Gunner viewports crash
Fixed Kubelwagen view error
Fixed possible fps killer on old tracked vehicles
Fixed Kettenkrad Commander variant having broken handling and tracks
Fixed desynced Besa tank mgs
Readded fuel tank weak points to Jeeps and Trucks
Fixed turret track armour not rotating with the turret on the Challenger tank
Added Hull Gunner seat with remote weapon station MG34 to the Stug III G and StuH 42
Fixed Panzer IV H and Sherman M4A3 ammo racks being half the health of other tank's ammo racks
Fixed side weak point on the Challenger
Fixed non-HE filler APCBC shells doing half damage compared to their AP counterparts
New AP/APCR shell unique impact fx to distinguish them from APHE shells.
Set Spalling angle on all AP and APHE rounds to a narrower cone of 60 degrees, a decrease from 120 degrees
Reduced APCR loadouts for most German tanks
Fixed Panzer IV H Skirt variant having incorrect periscopes
Handling tweaks on the BMW R75 bike, Laffly S20TL, Kettenkrad
Added more mass to the Bren Carriers and little more slip to the tracks
Handling tweaks on the Churchill tank - Slightly improved 2nd gear turning
Increased turning capability of the Jackson in gears 4 and 5
Reduced Sherman E8's 5th gear turn speed
Tweaked turning characteristics on the B1 Bis tank
Fixed Hellcat 3/4/5 gears decreasing RPM power loss, decreased turning capability on those gears
Fixed M24 Chaffee 2nd gear and 4th gear complete RPM loss
Fixed M5 Stuart shaking violently at high speed, fixed 3rd gear losing RPM power too quickly
Fixed Kingtiger/Jagdtiger handbrake not working at low gears
Jagdtiger and King Tiger handling tweaks
Tweaked Jagdtiger sight to better account for ranges under 600m
Tweaked Jagdtiger reload sound to better match the duration
Fixed insufficient power to go to max RPM on geats 6/7 on the Panther
Fixed Jagdpanzer 48/70 losing all RPM in 2nd gear when turning quickly in opposite directions
Panzer 3 F - Fixed turning at 1/2/3 gear is extremely slow compared to later gears, slowed down turning at 7/8/9/10 gears
Fixed Panzer 3 G turning at 1/2/3 gear is extremely slow compared to 4th gear; fixed R4 gear turns extremely fast
Fixed Panzer 4 D 2-6th gear turning slowly
Fixed Panzer 4 G gears 3/4/5/6 turning too quickly
Fixed Ostwind gears 3/4/5/6 turning too quickly
Fixed Panzer 38t displaying as a 4 crew vehicle when it's actually 3
Fixed Stug 3 A 4th Gear turning too fast
Tweaked Nashorn handling - Turning at 4-6 gear reduces RPM too quickly
Improved handling on the Hetzer, Marder III, Panzer 38t and Panzer II
Reduced top speed on the Sdkfz 232, increased wheel slippage so the vehicle doesn't flip over at high speeds when turning
Handling tweaks on the Sdkfz 234 Puma and Stummel
Fixed Panhard wheel lateral slipping increase so it doesn't cause the vehicle to flip at high speeds
Handling tweaks on the Somua S35, making it easier to turn
Improved Churchill turning handling
Improved Matilda turn handling
Handling tweaks on the Tetrarch and Daimler
Updated ammo layout for the M1 ATG and QF6 (reduced HE from 45 to 15 rounds)
Updated M1 ATG to use a different sight
Reconfigured AEC Armoured Car periscope configuration
Attempted fix for players using small arms to lean in and shoot through tank armour
Fixed missing reload sound on the Panzer II main gun
Removed unneeded reload sound off the 50mm and 88mm cannon firing audio
Tweaked Challenger physics asset and adjusted its handling
Fixed missing binocular overlay for the Stummel commander
Fixed zoom sound still playing on the MG34 sight that doesn't have zoom function anymore
Fixed Jagdtiger gunsight labeling for the ammunition
Added a unique breaking sound when a tank barrel is broken
Added a unique engine destruction sound when the engine is destroyed
Added a flame explosion when a fuel tank explodes
Tweaked appearance of the vehicle hull damage icon
Reworked ARV Cupola on the Churchill VII, Cromwell IV and Comet
Reworked all cupola meshes for much greater situational awareness for tank commanders
Set faction unique periscopes and viewports for all vehicles
Added a very slight zoom (to the 'Q' button) to all armoured periscope and viewport views (except the driver)
Fixed M24 Chaffee winter version having bugged viewports and periscopes
Fixed periscope overlay appearing in the vision slits for the Panzer IV D commander seat
Extended periscope limits on all US vehicle hull gunners so they can traverse their hull MGs to the full extent
Fixed Hetzer sight not accurately calibrated for the PzGr39 and PzGr40 AP rounds
Increased max Puma Sdkfz 234 PzGr39 APC-HE-T's penetration from 86 to 102
Simplified Vickers tank collision to make hits more reliable
Increased size of player collision mesh on the Panzerwerfer 42
Fixed poses on the Sherman E8 riding passengers
Fixed a large number of external decoration elements to be invisible to vehicle riding passengers
Fixed flak 36 emplacements has no material on it
Other
Main menu: Fixed social buttons are not usable + added correct "X" Logo
Amended main menu background map
Set hardcoded max player count from 80 to 100p
Changed font on the VOIP list to use fonts in the Squad 44 style
Possible fix for "Team Unbalanced" widget blocks interaction
Implemented camouflaged parachutes for the US
Bugfixed C47 Dummy plane show UI on minimap
Slightly increased stamina regeneration
Possible fix for RP UI gets invisible on destroying with "F"
Possible fix to soldier without helmets
Possible fix of auto-spawn on local start for virtual range and hanger
Enabled logistics shovel faster speed on Maleme and Rethymno for all factions.
Added a minimap for Virtual Range
Possible server crash fix
Fixed a bug that Japanese and Korean language was not supported in in-game chat
Fixed Role Icons incorrectly assigned.
Deleted old outdated Chapter Mercury virtual range showcase
Added a nearest soldier info on the incap UI
Reduced FPS usage of the incap ui
Fixed french flag being flipped on the endscreen
Updated Server config to actual version
Added some UE4 optimizations for replication that will now allow 100 player servers
Fixed floating patches on 1st Airborne characters
Fixed DeadInfo forcing the spawn screen to be visible
Removed "Fallschirmjäger" class on Gruppe-West/Mitte to avoid new players only spawn in with a pistol only.
Multiple Endscreen Bug Fixes
Multiple Level design Bug fixes
Fixed Maginot surrounding mountains having no player collision + Filled 3 holes nearby OOB you can use to place radios underground
Big shoutouts to Russo and MDGS who helped us gather screenshots.
We will be hosting a public playtest Aug 9, 2024 at 18:00 UTC on the Squad 44 - Public Testing app to test 100-player server capacity. Space will be limited as only one server will be up during the testing period, so it will be on a first-come-first-serve basis!
You can join the playtest by downloading the Squad 44 - Public Testing app. PLEASE NOTE! This is different from the main game! If you cannot see it, go to the top of Steam, click on “View”, and then “Hidden Games”
If you already have it installed, an update will be made available a few hours ahead of the test for you to download.
This playtest we’ll be testing:
Server capacity (100 players) and server health
New Frontline layers
Full update notes coming soon! We hope you’ll be able to join us!
Fixed muzzle offset for the Jagdpanzer IV L48 late war
Fixed Char B1 main gun being too powerful (reduced penetration to 58mm from 149mm)
Fixed skinning on Sherman V
Fixed incorrect material assignment on inside of Churchill Mk VII
Fixed destruction of Sherman V crashing the game
Fixed a rideable seat on the Pershing clipping into the tank
Removed Cromwell Mk1 from medium decks and replaced with Cromwell Mk4
Increased Cromwell max speed to 60kph (from 40kph)
Reduced Firefly reload duration from 9 to 8s
Reworked handling on several tanks (Somua S35, Renault R35, Char B1, both Churchills, Nashorn, Sturer Emil, Ostwind, Panzer 3F, Panzer 3G, Stug3A, Panzer 4G,Panzer 4H)
Characters
Possible fix to characters lacking helmets
Weapons
Set max zero on MP34 to 500m
Level Design
Removed lines in the sky on maginot
Fixed certain objectives on Utah (Invasion and Frontline) not destroyable/capturable
Fixed collision box for vehicles on Utah landing craft to allow tanks to move
Removed one possible first flag on Veghel Frontline (due to imbalance)
Possible fix, for frontline so the redzone is consistent
Removed static AT guns from the Arnhem Range deck spawners
UI
Changed role icon for medic to black
VFX
Fixed some 37mm shells not having shatted/ricochet impact FX
Fixed Panzerwerfer smoke tanking FPS
Fixed HEAT rifle grenade projectile missing impact effects on some surfaces
SFX
Added conditional listening for tank coaxial reloading sounds to prevent being audible outside tanks
Added conditional listening for tank smoke grenade reloading sounds to prevent being audible outside tanks
Added conditional listening for Panzerwerfer reloading sounds to prevent them being audible outside the vehicle
Fixed Panzerwerfer reload sound being audible from all distances
Removed 3P reload sounds playing on all mortars
Stability
Prevented older mods being played until updated (prevents crashes from old mod references)
Fixed victory screen log spam (possible cause of server instability)
Fixed tank wheels causing issues (rolling to NaN - causing possible server issues)
Known Bugs
End Screens are sometimes broken
Steering "Slippery" on some vehicles
Armored section are shown while no armor tank spawners are there
Hey folks! We have a heavily armoured update for you!
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
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