Backend Maintenance for Killing Floor 2 is scheduled at 15:00 MSK / 14:00 CEST / 12:00 UTC / 08:00 AM EST today. At that time the game will be offline for approximately 1 hour. We thank you for your patience.
The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.
################################################################# ########################## VERSION 3.4.4 ########################### #################################################################
Improvements
Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
Imperial Fiefdom changes
The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
Quantum Catapult event art image added
Hyper Relay event art image added
New Overlord music track will now play in the main menu
Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
The Reemployment Center holding now shows when the next zombie will be created.
Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
Added subjugation agreement caps of +1,000 / -10,000
Refined the Teachers of the Shroud requirements tooltip.
Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
Players will now be notified when their Overlord has built Holdings on their planet
Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
The dividend event now specifies which enclave is paying its dues.
AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
Clarified the tooltip for the Strip Mine decision.
Balance
Ships now gain 5 exp per day in battle instead of 1.
Doubled the base unity output of telepaths.
Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
Bulwark Battlewright aura now provides 0.25% hull regen per day.
Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
The Ministry of Science and Vigil Command now have an empire limit of 1.
The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
Habitation Modules provide +0.5 building slots.
Orbital Shipyards gain +1 Shipyard capacity.
Orbital Anchorages provide +2 Naval Capacity.
Planetary Defense Guns and Batteries support +1 Defensive Platforms.
Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
Merc dividends no longer give ships when the patron is near or above their naval cap.
Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.
Bugfixes
Fixed ETA not being displayed in the fleet view
Progenitor Hives can now lease fleets without them being debuffed
AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
Khan should no longer be hostile to mercenaries.
Admirals no longer abandon their post on leased fleets.
Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
Newly colonized planets will now have their planet automation turned on if they are in an automated sector
You can no longer build an orbital ring around a planet with a destroyed orbital ring.
When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
Fixed broken tooltip for destroyed orbital rings.
The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
Mercenary fleet contract can now be terminated after vassal has been integrated
Added localization for Imperial Fiefdom opinion modifiers.
Traditions will now be properly transferred to vassals created from sectors
Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
Fixed template with an unnamed flag causing issues with game loading
Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
Fixed possibility to set gender specific ruler titles, for example King and Queen
Fix some issues with display of leader names
Corrected “Message in the Canopy” archaeology site outcome options
Vassal loyalty tooltip in subjugation view now includes full breakdown information
Fixed relay network modifiers being removed after specialist vassal levels up
Fixed missing localization in mercenary admiral tooltip
You can no longer declare wars of vassalisation against Inward Perfectionists.
You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
The Manifesti faction now use their faction icon.
Pacifier colossus weapon can now target machine and hive worlds.
The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
Subjects are now informed that they have a -50% penalty to diplomatic weight.
Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
The Khan no longer counts as a Satrapy and thus can invade planets.
Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
Fixed slave armies not being trainable.
Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
Mercenary Captains no longer display localisation keys.
Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
Fixed Terravores claiming that they could build Organic Sanctuary holdings.
The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
The job description of colonists now states that they can provide minerals instead of food.
Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
Strongholds no longer benefit from Resistance is Frugal
Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
Fixed "Shroud Stench" planetary modifier lacking an icon
Updated tooltip for how to unlock branch office buildings.
Resized and moved the upgrade button for orbital rings.
Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
Fixed some issues with the setup of the starting Ring World in advanced AI empires
Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
Fixed crash from having a subject with 0 empire size
Modding
Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
Added is_human_species scripted trigger if you want additional portraits to be considered humans.
Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
Fixed load order issues with check_modifier_value
Fixed localize_with_value_key and min_mult in scripted modifiers
Added GetOriginName localisation command (to clarify an error log)
Added "has_subject = <country>" trigger to go with has_overlord
Greatly improved scope error logging for event targets and script values
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Should the plans change I’ll let you know immediately.
With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.
On June 16, 2022, post-maintenance, the Descent of Heroes Festival and Step-Up Descent of Heroes Festival will be released!
New Unit Blademaster Beyland (Voice: Jouji Nakata)
New Ark Dreadwyrm Galanova (SSR)
Ark Trait (Ark Lv 10): No-attribute skill damage +25%. When incapacitated, revive if three other allies are alive (once per wave). Clothes Equipped: Critical rate +3%/ physical attack damage cap +1000.
100% Ark Ether Reward
Event The Silver-Gray Swordsman Released In this event, you can play a heroic tale that spotlights Beyland.
During this event, you can get a total of 3 types of limited equipment and a Blademaster Beyland stamp! Get these items by playing the event!
Thank you for your continued support of Last Cloudia. The Last Cloudia Management Team
Gallente Federation Day returns running until 28 June, offering you the chance to grab log-in rewards, take part in new challenges, and pick up some special offers!
Federation Day Parades
The glorious Federation Day parades return for 2022, offering pilots the chance to show off their firework-flinging skills at parades in the Luminaire, Villore, Dodixie, Lirsautton, Alentene, Orvolle, and Octanneve systems.
Also returning from last year’s celebrations are the special mining blitz events, and stunning monuments where you can pay tribute.
A new Gallente Grand Prix
This year’s celebrations also go hand-in-hand with a special Grand Prix event. While you raise a glass to the glorious Gallente Federation, why not take part in a race around New Eden to further show your support?
Cloudy with a chance of carnage
No event would be complete without a fresh new Proving Grounds challenge to tackle. Taking place between 24-27 June, this Proving Grounds event focuses on turret damage, and includes an intriguing new twist.
A huge Tachyon Cloud at the center of the arena provides a 300% boost to velocity, and a 50% reduction in ship inertia. As well as finessing your ship fits, you’ll also need to play carefully with this environmental effect if you’re to emerge victorious.
Celebrate with the EVE community
On 25 June you can also enjoy a player hosted event taking place in Luminaire from 18:00 UTC! Throw your fireworks around, light up your ships, and wow the crowd to earn cash prizes and a selection of SKINs.
There’ll also be a bonus trivia quiz, poster design competition, and plenty more besides. Head over to the thread on the official forums for all the details.
Free gifts and new challenges
Log in for at least eight days during the event and you’ll earn a selection of SKINs, and boosters! Fresh seasonal challenges will also be available, giving you even more opportunities to earn rewards.
Special sales & the return of Federation Police SKINs
The Federation Police SKINs will make a very welcome return to the New Eden Store for the duration of the event, along with an expanded collection of Luminaire Rising SKINs.
A selection of Federation-themed bundles will also be available on the EVE Store, packed with Skill Points, boosters & SKINs. Dress up in style as you race around New Eden!
English ##########Content################## Expanded the Medical Room of the Safehouse. Added a set of laboratory equipment that you can use to brew potion through alchemy in the Medicial Room. Added a chest of some alchemy materials nearby. Added a fire extinguisher nearby. Reduced the XP gain from successfully brewing a potion. (Previously, it makes leveling up too fast.) All beds in the Medical Room are now usable furniture. Vampire Dust is now alchemy material. 简体中文 ##########Content################## 扩展了安全屋的医疗室地图。 在安全屋的医疗室中加入了一组实验器材可供炼金 在这组设备附近加入了一个有一些基本的炼金原料的箱子。 在附近加入了一个灭火器。 降低了制作每瓶药剂获得的经验值。(此前的经验值导致升级过快。) 所有的医疗室里的床现在都是可以使用的家具。 吸血鬼粉末现在可以作为炼金原料。
We are excited to finally announce the release of our Engine Upgrade Update which brings Post Scriptum up to the latest version of Unreal Engine, to go along with it are many bug fixes, improvements and optimization acros the board.
4.27 Unreal Engine Update
With the release of this update Post Scriptum now runs on the latest version of Unreal Engine, this is something that was important to us and for the longevity of the game as many of the new tools and improvements made to the engine are now available to us, we will be using these to great effect in making Post Scriptum a better experience for all of our players.
One big issue we had with a previous version was an issue for certain CPUs namely Intel CPU's of Generation 10, 11 & 12 crashing when starting the game due to a bug within the engine itself, resulting in us needing to make some bandaid fixes. This issue is now resolved entirely and shouldn't impact users of those brands of CPU anymore.
During the upgrade we spent some time looking into some of the new tech that has become more readily available to us as developers, while we have many options for implementation we sat down and eventually settled with our options. And so we ended up choosing the solution that NVIDIA provided.
Starting with this update Post Scriptum now supports both DLSS and NIS, both are tech from the same company, but they achieve different results. DLSS is designed as an AI upscaler that performs what we can only describe as black magic to give users of Tensor core compatible GPUs a boost in performance for little to no visual loss. The downside is that this tech requires the use of Nvidias RTX lineup of cards.
The other tech is NIS which is more like a traditional upscaler that works on all brands of graphics cards similar to AMD FSR and is essentially their answer to AMD FSR, we've gotten many questions as to why we opted for NIS over AMD FSR and the simple answer is that the implementation was far easier and doesn't have compatibility issues with NVIDIAs other tech.
While we have chosen this option for now, if demand is high enough we may consider AMD FSR in the future.
Steam Summer Sale 2022
June 23rd - July 7th
Flowers are blooming, the heat waves are here and its time to bring out your sunscreen, because summer is here and you know what that means. The Steam Summer Sale is almost upon us and as with every year Steam has their seasonal sale on the same period as it usually does every year.
You can expect Post Scriptum to be 50% off for the Steam Summer Sale 2022.
Engine Upgrade Release Changelog v3.0.550.2211
Gameplay Improvements
General Changes
Fixed an issue where you could not enter and exit ADS while cycling the bolt.
Possible fix for shells exploding when leaving the gun due to latency.
Tactical map now shows X,Y,Z coordinates. Only relevant to developers for bug fixing.
Fixed rendering of US Marksman rifle in D-Day higgins boat.
Fixed missing impact FX for APHE on materials when pentrating but not exploding
Fixed M4A3E8 spare track external component not having physmat.
Created a hole in the Panther turret and turret interior col pieces behind the cannon so that shells can penetrate the turret and armor value isnt doubled.
APHE now detonates on impact with soldiers instead of phasing through.
Moved M4A3E8 HVAP up so that it is below APCBC
Fixed Cromwell Shot Mk9 APCBC-T being incorrectly labeled as APBC-T
Added missing impact fx to some APHE shells.
Added missing impact and ricochet decal to some APHE shells.
Resized all impact decals to be more reasonable according to shell caliber.
Added HEAT impact decal to make it easier to decipher if you bounce or ricochet.
Fixed M8 greyhound ammo amount 125 -> 80
Fixed Sherman M4A3 Default Wreck Right track not correct position.
Added M10 Wolverine
Added M8 Greyhound
Added Stug III A
Stug III G handling adjustment.
Sherman Firefly handling adjustment.
Rebalanced all APCR shells with more realistic bouncing angles.
CreateRallyPoint is now called AdminCreateRallyPoint. requires "cheat" permission level
Fixed an issue where commander icons were offset on map.
It is now possible to rearm Anti Tank guns using supplies from construction truck
Implementation of Replication Graph to give better server performance. (Ongoing)
New lighting across all layers
Added new foliage to all maps.
Graphical Changes
Moved advanced graphics into a separate tab
Added Nvidia DLSS & NIS settings & sharpness
Added an option to toggle Volumetric Fog
Added an option to toggle & set Depth of Field quality
Added a slider to change Motion Blur amount
Max ingame FPS can now be set from 0 999. 0 Disables FPS cap.
New Spawn Menu
All pages are combined into one page.
Removed spawn location list.
Hovering over the map now enlarges the map. (Can be toggled off in Game Settings)
Chat can now be collapsed.
You can now Respawn from the spawn menu.
Staging phase timer is now visible on the spawn menu.
Staging Zone Standardization
Offensive:
Staging time has been made consistent across all Offensive layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Added staging and forward staging zones to all Offensive layers
Fixed any Offensive layers where both teams were either marked as Attackers or Defenders
Fixed any staging zones in Offensive layers that had an incorrect team assignment
Removed any extra, unneeded staging zones
RAAS:
Staging time has been made consistent across all RAAS layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Added staging zones to all RAAS layers
Removed any extra, unneeded staging zones
Supremacy:
Staging time has been made consistent across all Supremacy layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time
Armoured:
Staging time has been made consistent across all Armoured layers and has been set to 210 seconds (3.5 minutes) to allow for more planning time and time for players to get into their assigned vehicles before the match begins.
Added staging zones to all Armoured layers
Invasion:
Invasion Layers with staging zones have been set to 210 seconds
Map Fixes
General
Lowered the placement collision box for the Flak 36 to allow for placement inside of flak emplacement bunkers
Improved readability of explanations in shooting range and fixed some typos
Added box collision to TownResidence2Floor12Length_B so players can't clip inside
Carentan
Carentan church is no longer floating off the ground
Fixed wall that wasn't capped off in bush
Enabled collision on large foliage rocks
Fixed fence clipping inside of building
Fixed LOD material on building
Moved Axis temp spawns closer to first objective on Offensive 01
HQ/Mains for both sides have been moved further from their closest cap point on Offensive, Invasion, RAAS, and Supremacy layers
Veghel
Fixed separated trench spline
Fixed floating radio in German Main on all layers
Fixed floating road spline near bridge
Dinant
Fixed an issue where you could hop into an alleyway, but you'd be stuck there
Fixed issue where you could fall through ground into trench tunnel
Fixed floating radio in German Main on all layers
Fixed issue where you'd run into invisible collision when going up staircase to the castle
Fixed pinch point where you could get stuck between a tree and cliff
Fixed some cliff pieces clipping out of the ground
Fixed floating debris pile in trench
Fixed alley in factory you could jump in, but couldn't get out easily
Fixed issue where player could hide inside some large oak trees
Removed floating debris from road
Fixed floating wall by raising landscape near it
Fixed floating barn
Fixed floating train car
Fixed spot where you could see into a building's interior by looking underneath
Fixed various floating spline edges
Fixed pinch-point between landscape and wall
Fixed various floating sidewalks
Fixed building with bumpy attic floor
Fixed stairs in manor that were difficult to climb
Replaced citadel lights with off variant if no point lights were attached
Covered citadel window in Offensive 01 to prevent players from entering
Arnhem
Fixed floating sidewalk
Removed invisible building that was blocking players from running through alleyway
Fixed issue where some brick fences weren't capped off with pillars, thus allowing players to see through them
Fixed floating radio in German Main on all layers
Fixed tile in alleyway you could clip through
Fixed some floating trees
Fixed several buildings that had lights with a brick material
Fixed several buildings with weird, stretched red material
Removed scaffolding clipping into building stairs
Removed floating/oddly placed bushes around pond
Fixed floating spline edge
Fixed ad on wall disappearing when you get close to it
Fixed alleyway that player could get stuck in
St Mere Eglise Fixed tree blocking trench tunnel
Fixed pinch point where you could get stuck between a shed and hedge
Fixed floating radio in German Main on all layers
Fixed hole in trench
Moved tree clipping into trench
Moved tree clipping into building
Sunk spline under ground that had weird collision
Removed unnecessary pain causing volume inside of destroyed house
Removed tall, unfinished landscape spline
Fixed pinch-point between wall and steep landscape where you could get stuck permanently
St Mere Eglise Offensive 01 Allied HQ/Main has been moved further from the closest cap point.
Offensive 01's first cap point,"Chemin de Fauville" has been moved further east and has also been renamed to "Ferme de Fauville".
Invasion 02 HQ's have been adjusted further away from closest cap/objective points
Adjusted St Mere US main on RAAS layer
Maginot
Fixed floating terrain spline
Removed invisible headstones that were blocking players
Removed misplaced splash FX
Moved spawners and other gameplay related items from Spawner Levels to Gameplay Layer levels.
Removed snow piles from map
Fixed floating stone wall
Fixed floating river spline
Heelsum
Fixed issue where you could clip your head out of a barn's roof
Fixed floating radios in both mains on all layers
Fixed floating light/medium armor spawns in axis main on all layers
All hotel cap points on Heelsum are now the same size.
Offensive 07 Renamed "Iscra" control point to "Rimzicht"
Grave
Added wooden covering to castle tower windows and entrance
Fixed floating tree
Fixed floating radio in German Main on all layers
Fixed water clipping through landscape
Fixed wrongly assigned material to door/window frames on building
Blocked access to Hampoort building roof
Sunlight no longer casts shadows in sewer, also increased dirt roughness to reduce shininess
Fixed section near river inlet where you could clip through floor and shoot to the other side
Fixed various floating tree clusters
Stonne
Removed out of bounds box in the center of the skirmish layer
Added collision to stream bank
Fixed floating radio in German Main on all layers
Fixed small point in pond that would cause you to take damage when crouched
Fixed furniture in building that was culling in view of player
Fixed various floating foliage
Utah
Added some platforms to reach previously unreachable bunker windows
Moved foliage clipping into some bunkers
Raised some bunker's ceiling collision since they were too low
Fixed issue where you'd get stuck next to bunker window forever
Replaced blocky sand splines mesh with natural trench mesh
Tents Supremacy cap point no longer appears in offensive layers
Added bottom step to stairs so players don't need to vault
Fixed issue where you could fall through ground when crawling near bunker wall
Capped off spline wall you could crawl underneath
Moved fallen tree that was blocking players from running through trench
Fixed hedge spline that wasn't capped off
Fixed some areas where swamp water edge was clipping through ground
Capped off trench wall that could be seen through
Fixed gap underneath trench
Removed floating bush above swamp
Fixed wacky dirt road intersection
Offensive 02 HQ/Main for Axis has been moved further from the closest cap point.
Fixed sharp landscape drop-offs underwater near destroyed house
Fixed spot in bunker where if you'd crouch, you'd be stuck
Fixed invisible barriers in La Selleraie trenches
Offensive 02 has been reduced from 9 cap points to 4 in order to give more breathing room between caps
Invasion 01 + 02 have had their German HQs moved further away from their closest cap point
Doorwerth
Fixed floating radio in German Main on all layers
Added missing collision to wall players could clip through
Fixed house you could clip inside by jumping into wall
Fixed landscape clipping through floor
Fixed mesh gap in upper floor of Doorwerth Castle
Replaced blue fence material with default mat
Doorwerth Skirmish now has staging zones
Doorwerth Supremacy loading screen no longer labels the gamemode as "Armoured"
Velmolen
Raised landscape around Ammo Dump so players can't clip inside trench walls
Adjusted AA bunker to not clip inside trench
Fixed floating radio in German Main on all layers
Fixed floating house
Fixed floating tree clusters
Fixed gap in landscape near spline
Fixed barn that had wrong material applied to support beams
Fixed wrong material assigned to wooden door
Fixed floating tree clusters
Fixed bright green artifacts on church interior material
Fixed pond that was slightly too deep
Fixed forest foliage clipping through part of street
Best
Fixed terrain spline that was blocking players from running through drainage pipe
Fixed floating radio in German Main on all layers
Added collision to stream bank
Removed tree clipping inside AA bunker
Removed floating flowers near flower pots
Driel
Fixed floating radio in German Main on all layers
Fixed pond not doing damage when going prone
Fixed factory decal getting casted onto player
Fixed crates floating off table
Fixed crate clipping into stone wall
Fixed z-fighting coal pile
Removed floating crates inside factory buildings
Fixed LOD on large factory building
Fixed floor material used in large factory building
Fixed house wall that let you clip behind a staircase