DLC
- Factions from the Gothic Serpent & Hyrcania DLC packs are now available to everyone as base game content
Core
- Fixed an issue where when joining a modded server, a mod that had been previously downloaded, but not subscribed to could fail to load with the error code: "SteamUGCManager_Failed_LoadWorkshopItem", despite the mod having been properly installed and in an uncorrupted state
- Speculative fix for a replication issue in the Deploy Menu where certain squads and/or members within a particular squad would not load in and remain hidden, especially under poor performance conditions
Construction System
- FOBs now take 4 rockets to be destroyed, dig down speed is doubled, and build speed has been reduced slightly
- Rally Point overrun radius doubled to 35m
Factions
- Updated Factions with Specialist kits
- Various updates to Faction loadouts, moved around some gun options
Gameplay
- Pressing the sprint button when moving forward while prone, crouched, ADS, or leaning will now cancel that state and the player will enter a sprint
- Pressing the ADS button while sprinting will cancel the sprint and enter ADS
- Eliminated most rubberbanding issues when vaulting obstacles in multiplayer under average to poor networking conditions
- Fix issue where the player character would stop short of the intended target position when vaulting over an obstacle
- Fixed issue where the player wouldn't resume sprinting automatically at the end of a vault despite the sprint key having been pressed
- Don't create Revive Widget component on Dedicated Servers as an optimization
Maps
- New Background Mountains added
- Fixed floating spawn points for players and vehicles
- Foliage and landscape edits around roads
Al Dhakir
[list]Jaziira
- Updated Banner and Thumbnail images
- Landscape spline fixes
- Pebble reduction, removed grass on roads, fixed road
Khafji
- Background smoke material optimized
- Landscape sculpted to fix gaps throughout the map
- Atmosphere adjusted to blend better with the distant smoke
- Removed smaller particle effects which were barely visible
- Light vehicle spawn time set to 60 second respawn
Omaha
- Landscape and Foliage edits to fill gaps and created several new paths
- Tweaked flag routes, no more triple WN capture routes
- Moved German spawns closer to front line and decreased their time from 180 to 45
Risala
- Fixed potholes in roads
- Regenerated Navmesh
- Added Light Vehicle spawns to middle flags
Saint Quentin
- New names for flags with WW1 theme (Apples, Butter, Charlie, Duff)
Tan Binh
- Solid water fixed
- Floating spawn points fixed
- Several vehicle spawns added in between flags, single vehicle spawn
[/list]
Medical System
- Security fixes and minor cleanup of revive code
Projectiles
- Fixed rubberbanding issues in multiplayer with throwables such as grenades via implementation of robust network prediction & lag compensation mechanisms for projectiles
- Fixed desync issues with grenade trajectories on the client, where a grenade projectile appears to land in a particular spot from the client's viewpoint, only for it to suddenly end up somewhere else upon the projectile exploding on the server
- Fixed issue where duplicate projectiles and/or impact FX were being spawned on the client after a frametime spike or under poor network conditions
- Fixed an issue where a player could fire a projectile, switch teams while the projectile was still in flight or otherwise unexploded, and damage their previous teammates with it despite Friendly Fire being turned off
- Fixed an issue where a player could fire a projectile, disconnect from the server while the projectile hadn't yet exploded, and damage their teammates with it despite Friendly Fire being turned off
UI
- Renamed "Single Player" menu button to "Instant Action"
- Renamed "Multiplayer" menu button to "Server Browser"
- Updated Credits screen with additional Developer and Contributor names
Vehicles
- Implemented vehicle recycling system that cleans up abandoned vehicles based on configured criteria
Weapons
- Fixed a rare issue where weapons could get stuck in a bad state on the client, such that reloads wouldn't replenish ammo, most often occurring when the player first spawned into the map.
- Updated rocket projectile FX, overall smaller and single smoke trail
- Implemented C4 explosives, C4 for modern, TNT for cold war and earlier, IED for Insurgents
- Updated OSV96 model, adjusted ballistics and scope masks for 50cal weapons
- Implemented VZ.61 Skorpion, UZI, MP18 32Round, M1928A1, K50M, M/45
- Added Bipod to SVD, updated PSO Scope for VSS and SVD
- Updated animations for M249, M240B, Stoner 63, MAT49, STG44, Bazooka, Panzerschreck, Gewehr43
- Rebalanced ammo magazine quantities for some weapons
- Added FNFAL, VSS and AK12 to the base game
- Updated XM177 with XM148 GL under barrel
SDK
- Added support for blueprint-based HDKitPrerequisite classes
- Added ability to reassign a Capture Point's team at runtime (see SetOwningTeam())
- Added Vehicle & Vehicle Spawner delegates
- Vehicles now keep a reference to the Vehicle Spawner that produced them
- Exposed vehicle wheel contact surface material, rotation speed, and state information to BPs. State information includes parameters such as the contact surface, contact point & normal, suspension spring force, longitudinal & lateral slip values, etc.
- Added PlayerNetPredictionComponent to help facilitate network prediction across various gameplay systems
- Added character movement GetTimestamp() function that returns the appropriate timestamp value for the most recent ServerMove
- Exposed vehicle wheel tire load values to BPs
- Exposed CharacterMovementComponent::SetDefaultMovementMode() to BPs
- Updated "Package Mod" button description to include mention of enabling the "Use Pak File Compression" setting as a potential culprit for "Out of Memory" errors encountered during the staging process of packaging a mod
- Added DFBaseCharacter::IsIncapacitated() method that returns true if the player is in a "downed" state
- Implemented DFTeamAgentInterface for Area Protectors, Buildables, Capture Points, & Projectiles
- Level Blueprints are now tickable