Gameplay
- Added a new shine effect for pickups to make them easier to spot.
- Added the ability for Crew AI to respawn. Respawn timers are based on difficulty.
- Added support for controller hotswapping.
- Added the ability to mark machine guns that are being used by enemies.
- Added camera animations for crouching and jumping.
- Added the Lucky Day booster card:
- Increased crit chance and enemy supply drop chance by 10%.
- Note: Since it is new the drop rate for this card will be increased for a time.
- Increased crit chance and enemy supply drop chance by 10%.
- Added viewmodel adjustments that account for high field of view settings to avoid clipping with arms and weapons.
- Increased the low-health regeneration threshold to 25% on all classes.
- Increased player stamina on all classes and decreased time before stamina regenerates.
- Increased the cooldown between spotter barrages.
- Implemented full-death falls intended for maps that allow you to jump off extremely high areas.
- Hard difficulty is now unlocked by default on all missions
- Only a Hard completion is required for Very Hard for each mission.
- Reduced player respawn timers on higher difficulties.
- Reduced the intensity of the screen blur effect while downed.
- Reduced warcry meter loss when going down from 100% to 50%.
- Reduced the camera shake intensity when getting shot.
- Reworked camera animations when downed or revived.
- Removed slow motion effect when the player goes down.
- Removed camera shake when getting shot while downed.
- Removed damage grace period being skipped if you take more damage than previously.
- The base grace period has been slightly reduced to account for this change.
- Fixed crits not actually applying any damage bonus.
- Fixed health pickups granting percentage of health instead of a flat amount.
- Fixed equipped proficiencies not getting synced to clients.
- Fixed warcry progress not being properly reset upon dying or restarting a level.
- Fixed being able to pick up grenades through walls..
- Fixed exploding props dealing damage through walls.
- Fixed a crash that would occur when an equipped melee weapon had its DLC deactivated.
- Fixed the pickup sounds for ammo occasionally playing twice.
- Fixed health kits not making any sound when they get automatically picked up.
- Fixed a possible crash when going to custody while switching weapons.
- Fixed a bug that caused Team AI to break parachute animations on maps that use parachutes.
- Fixed barrage flares that fall out of levels still activating a barrage.
- Loot
- Reworked the item carrying mechanic:
- All loot items now have a weight value.
- Players have a weight limit which determines how much loot they can carry.
- Weight limits differ per class, and can be increased by Talents.
- Players can now sprint with every type of bag, instead stamina consumption increases the higher the weight.
- All loot items now have a weight value.
- Added separate higher paying loot chest rewards for completing operations.
- Added outlines to the individual gold bar loot item.
- Added an animation for secured loot smoothly flying into the van.
- Adjusted the rewards on all loot chest types.
- Adjusted loose gold item spawn rates on levels without baggable loot.
- Adjusted dog tags for gold looting levels, rewards for those maps now rely more on loot items secured than dog tags.
- Adjusted the outlines on loot items to fade out after certain distances.
- Implemented a spawn distance limit for dog tags to avoid them spawning in clusters.
- XP reward is now included for per-loot items secured on all mission types.
- Secured loot now awards gold at the end of all levels.
- High value painting bags will now visually show expensive stickers on the model.
- Reworked the item carrying mechanic:
- Supply crates
- Added an opening animation for green crates.
- Changed crates to always contain pickups, no more empty crates.
- Improved the models and materials on all the crate types.
- Increased the chances of higher quality pickups being spawned.
- Increased the amount of healing provided by health packs.
- Increased the max amount of grenades that can spawn in a stack from 3 to 5.
- Reduced the number of pickups spawning in green crates from 2 to 1.
- Added an opening animation for green crates.
- Player movement
- Added the ability to mantle onto waist high objects.
- Added the ability to switch weapons while sprinting.
- Adjusted player gravity to feel a lot less floaty.
- Adjusted movement speeds and maximum stamina on all classes.
- Slightly increased the speed players can crouch and uncrouch.
- Fixed being able to jump off overly steep surfaces.
- Added the ability to mantle onto waist high objects.
- Interactions
- Added a fuse cutting minigame, carefully time cuts along a fuse to reduce timers.
- Normalized all interaction times to be between 0-4 seconds.
- Improved interaction checks to prevent them getting blocked by small debris.
- Changed Outlaw Document pickups to have better interactions in awkward spots.
- Split up interactions to multiple types (generic, repairing, reviving etc)
- This allows interaction speeds to be boosted separately by specific skills.
- Added a fuse cutting minigame, carefully time cuts along a fuse to reduce timers.
- Achievements
- Achievements that required 4 players to complete now only require 2 players.
- Take From Them Everything, EVERYTHING! now only requires 40 bags of gold rather than all.
- Achievements that required 4 players to complete now only require 2 players.
Enemies
- Added a radio backpack for Commanders to help improve their visibility.
- Added a unique Commander design exclusive to the Very Hard difficulty.
- Added weighted chances for enemies to drop more relevant supplies based on current health/ammo.
- Added a small chance for Flamers to drop large ammo and health kit on death.
- Added a new model for spotter flares.
- Added a short time window after alerting an enemy in stealth inside which they can still be instantly killed by headshots or melee attacks.
- Changed AI detection to a distance based cone to make hiding places more reliable.
- Increased enemy melee damage.
- Increased enemy corpse limits.
- Increased the durability of the Flamer's armor.
- Increased the visibility on the sniper’s scope glint.
- Decreased enemy health across all difficulties.
- Decreased the chances for Flamers to create fire pools.
- Decreased the chances of enemies using mounted machine guns.
- Decreased the alert radius around killed enemies.
- Snipers should now prefer standing when sniping.
- Fixed flamers shooting their own armor and never hitting the player properly.
- Fixed dropped enemy weapons disappearing when someone picks up their former owner's corpse.
- Fixed some bugs that caused mounted turrets becoming hostile without an enemy using it.
- Assault waves
- Reduced enemy spawn rates across all difficulties.
- Adjusted the duration of assault waves across all difficulties.
- Adjusted weapon stats for all enemies.
- Commanders can now naturally spawn on Normal and above.
- Hidden “Drama” statistics now properly function and have a clearer effect on assaults.
- Commander units now freeze drama from decreasing, this causes harsher assaults while alive
- Fixed assault waves sometimes lasting longer than intended.
- Fixed enemies firing semi auto weapons faster than intended.
- Reduced enemy spawn rates across all difficulties.
Weapons
- Note: We couldn't fit all the weapon stat changes here due to a word limit on announcements.
- Due to enemy health changes, all weapons had their damage reduced to compensate.
- Reduced ammo capacity and headshot multipliers across the board.
- Added surface hit decals to sharp melee weapons.
- Improved the hit detection for melee attacks.
- Fixed grenades pushing other grenades with extreme force.
- Fixed new weapon upgrades values being overridden by old values stored in save files.
- Fixed a possible crash related to weapon ammo upgrades.
- Fixed many weapons reload times not being properly affected by skills.
- Fixed some weapons vanishing in certain stances and camera shakes.
- Fixed a rare crash related to another player using the Marching Mace melee weapon.
- Fixed missing sounds on some melee weapons.
- Grenades
- Added a new model for cluster grenades.
- Added a delay before grenades are thrown until the pin has been pulled.
- Adjusted cluster grenade physics to be more reliable.
- Grenades can no longer be detonated by other explosions.
- Improved explosion damage checks on smaller grenades.
- BAR
- +Increased base accuracy from 54 to 56.+Increased stability from 32 to 50.+Increased rate of fire from 375 to 500.
- Bren
- Fixed punched out magazines not despawning after exiting a level.
- DP-28
- +Increased base accuracy from 43 to 56.
- M1 Garand
- -Decreased base ammo capacity from 80 to 56.
- MG42
- -Decreased rate of fire from 1200 to 1000.-Decreased base accuracy from 50 to 48.-Decreased base stability from 50 to 32.
- StG 44
- +Increased base accuracy from 54 to 59.+Decreased base reload times from 2.6s / 2s to 2.33s / 1.7s.-Decreased base stability from 80 to 50.
- Sterling
- +Increased rate of fire from 545 to 600.+Increased base stability from 32 to 50..
- Thompson
- +Increased rate of fire from 600 to 720.+Increased base accuracy from 40 to 56.
- Fixed animation issues with the Tier III Spread upgrade when the Tier II upgrade is visually disabled.
- Springfield M1903
- +Increased rate of fire from 52 to 80.
- Karabiner 98K
- +Increased rate of fire from 54 to 75.-Decreased base accuracy from 99 to 95.
- Mosin Nagant
- -Increased rate of fire from 60 to 77.
- Lee-Enfield
- +Increased rate of fire from 50 to 75.-Decreased base accuracy from 95 to 91.
- M12
- +Increased rate of fire from 86 to 91.+Decreased base spread from 75 to 64.
- Double-Barrel
- +Decreased base spread from 80 to 64.-Decreased base stability from 80 to 76.
- Ithaca 37
- +Increased rate of fire from 83 to 97.+Decreased base spread from 67 to 64..
- Browning Auto-5
- +Decreased base spread from 75 to 64..
- C96 Mauser
- +Increased rate of fire from 480 to 545.+Increased reload speed from 2.42s/1.6s to 2.39s/1.6s.-Decreased base accuracy from 54 to 51.
- Tokarev TT-33
- +Increased rate of fire from 520 to 600.
- Pocket Double-Barrel
- +Decreased base spread from 83 to 64.-Decreased base stability from 84 to 70.-Decreased melee damage from 108 to 96.
- Webley MK VI
- +Increased rate of fire from 200 to 240.+Increased reload speed from 2.2s to 2s.
- Welrod
- +Increased rate of fire from 38 to 47.+Increased base ammo capacity from 12 to 20.+Decreased bullet alert radius to 8.5m from 5m.-Decreased magazine size from 6 to 5.
- Lowered the level requirement on Recon and Assault.
- Fixed the firing animation missing cocking sounds.
- Lowered the level requirement on Recon and Assault.
- Colt M1911
- +Increased rate of fire from 500 to 600.+Increased base ammo capacity from 49 to 56.
- M24 Grenade
- +Increased explosion diameter from 5m to 8.5m.-Decreased base damage from 950 to 600.
- Concrete Grenade
- +Increased base damage from 850 to 800.+Increased explosion diameter from 7.5m to 9m.
- 343D Grenade
- +Increased explosion diameter from 5m to 9m.+Increased max amount from 3 to 4.-Decreased base damage from 950 to 850.
- Mills Grenade
- +Increased base damage from 850 to 900.+Increased explosion diameter from 10m to 7m.+Increased throw speed from 200 to 210.
- Spring Mine
- +Increased explosion diameter from 5m to 5.5m.+Increased throw speed from 200 to 210.-Decreased base damage from 950 to 750.
- Decoy Coin
- Fixed instances where enemies were unable to be lured.
- Added a new model for cluster grenades.
- Shotguns
- Swapped over to a per-pellet damage system.
- Damage overall was increased; 12 pellets * 50 damage = 600 potential damage.
- Damage falloff was reduced as spread now affects damage from missing per-pellet.
- Shotgun ragdoll pushes have been adjusted.
- Swapped over to a per-pellet damage system.
- Mounted Guns
- Added dynamic crosshair to track where the gun is pointed in relation to the camera.
- Added the ability to zoom in while using mounted guns.
- Increased the turn speed for AA guns.
- Removed code relating to swat turret shields.
- Fixed turret collisions being misaligned after exiting them.
- Fixed turret overheat sounds being heard globally by other players.
- Fixed turrets being mountable from the front.
- Added dynamic crosshair to track where the gun is pointed in relation to the camera.
Levels
- Added new materials for the terrain on multiple levels.
- Added new ember and smoke environment effects for some levels and locations.
- Added crowbars to all city missions.
- Added more clutter and vegetation to multiple levels.
- Adjusted the color grading on multiple levels.
- Adjusted the experience payout on all levels.
- Reworked the lighting across all levels.
- Re-baked shadows and cubemaps on all levels.
- Operation Rhinegold
- Urgent Delivery
- Reduced the time it takes for the fire to go out from 45/90/120 seconds to 30/40/50 seconds
- Firestarter
- Reduced the required number of kills required during the castle siege to 50,60,80,100.
- Fixed a few instances of props floating.
- Reduced the required number of kills required during the castle siege to 50,60,80,100.
- Urgent Delivery
- Operation Clear Skies
- Increased the amount of shoots needed to destroy the AA shells.
- Enigmatic
- Promoted the key holding guard on the treasury operation stage.
- Increased the amount of shoots needed to destroy the AA shells.
- Amber Train
- Lowered air raid objectives on Amber Train to 8/8/10/14 bombers respective of difficulty.
- Bunker Busters
- Fixed some instances of dialog cutting each other out.
- Countdown
- Added Seaadler to the escape boat.
- Fixed some cases of difficulty not scaling properly.
- Added Seaadler to the escape boat.
- Extraction
- Added mounted machine guns around the level.
- Added more cover to some areas nearby the runway.
- Fixed breaking glass not alerting enemies.
- Added mounted machine guns around the level.
- Forest Convoy
- Added extra cover and supply crates around the starting area.
- Reworked the landmines along the driving section.
- They are now much more visible and have an outline when close.
- Adjusted cover around the starting area.
- Adjusted spawns around the escape area to be less overwhelming.
- Flipped the orientation of the first barrier in so the driver can open it without running around.
- Adjusted the difficulty on the “Find Gold” objective.
- Fixed loot secure voicelines being spammed on forest convoy.
- Fixed loot items sometimes getting stuck out of bounds due to loot secure areas being too small.
- Added extra cover and supply crates around the starting area.
- Gold Diggers
- Adjusted navigation around the trains.
- Changed some props in the control rooms to make identifying the correct one easier.
- Adjusted navigation around the trains.
- Gold Rush
- Massively increased the amount of gold that can spawn inside the vault.
- Added a spin up animation for the plane's propeller.
- Fixed shadows on the escape plane.
- Massively increased the amount of gold that can spawn inside the vault.
- Countdown
- Swapped interactions for re-wiring with regular interaction timers rather than lockpicking.
- This is planned to change to a proper re-write minigame in the future.
- Swapped interactions for re-wiring with regular interaction timers rather than lockpicking.
- Hunters
- Added extra enemy spawns throughout the level.
- Increased the amount of small loot that can spawn.
- Fixed some collisions where players could get stuck.
- Fixed certain lights not getting turned off when destroyed.
- Fixed the terrain not having shadows.
- Fixed camp waypoints getting stuck when approached after they’ve already been cleared from afar.
- Added extra enemy spawns throughout the level.
- Kelly
- Added waypoint to gold pile instances in Kelly.
- Changed dynamite boxes to give 4 dynamites instead of 1.
- Adjusted navigation around the outside area.
- Updated the layout for the vault.
- Removed from the list of starter levels.
- Fixed outdoor areas being overly dark.
- Added waypoint to gold pile instances in Kelly.
- Last Orders
- Added more cover and supply crates around the level.
- Adjusted enemy spawns to avoid overwhelming players.
- Fixed a potential crash when killing the sommelier with a headshot.
- Added more cover and supply crates around the level.
- Odin’s Fall
- Added lever animation to a switch box.
- Added more fire around the flak tower during the escape sequence.
- Added gas kill areas and lethal inferno fire around the flak tower during the escape sequence.
- Adjusted the timings on explosions during the escape sequence.
- Adjusted navigation around the flak tower.
- Improved portal occlusion throughout the flak tower.
- Increased the volume on Dr. Reinhardt's voice lines.
- Moved the waypoint around the flak shell containers to be more clear.
- Moved the waypoints on the center bunker to make it easier for unaware players to notice the path across.
- Fixed flamers occasionally being spawned during stealth.
- Added lever animation to a switch box.
- Rogue’s Gallery
- Added an officer on higher difficulties who carries the safe key.
- Added more detailing around the out of bound areas.
- Added doors inside the door frames.
- Added re-supply shelves.
- Fixed the voiceline for finding the safe not triggering on the raider who found it.
- Fixed a few portaling issues that were causing objects to disappear.
- Fixed the window bars on the back not being randomized correctly.
- Fixed breaking glass not alerting enemies.
- Fixed a visible seam on a rooftop.
- Added an officer on higher difficulties who carries the safe key.
- Strongpoint
- Added more cover around the courtyard area.
- Added extra supply crates around the courtyard area and the castle.
- Adjusted the timings on voice lines to avoid them cutting out each other.
- Adjusted the replay delay on objective reminder lines.
- Adjusted lighting on some torches to make their flashing effect less headache inducing.
- Decreased the occurrence of objective reminder voicelines.
- Lowered the light intensity on the green flare effect.
- Removed dark voids from a few spawn closet and made a properly detailed room for them.
- Removed redundant "find pod" and "open pod" objectives, the level will now start on "pick up the dynamite".
- Gave the drop-pod falling animations in the intro.
- Fixed a turret outside the castle being placed too low, causing enemies to shoot at a wall.
- Fixed the rain missing from the outside areas.
- Fixed some floating props on Castle levels.
- Fixed AI navigation around the upper door in the spiral staircase room.
- Fixed incorrect timing on the courtyard escape.
- Added more cover around the courtyard area.
- Tiger Trap
- Adjusted tank shell spawn logic to allow 2 locations at the same time on Hard difficulty and below.
- Adjusted spawn locations to avoid enemies all spawning from one side.
- Adjusted enemy spawn timers on the escape sequence.
- Adjusted the spawn locations of the tanks.
- Added more spawn locations for the tank shell containers.
- Decreased the required number of tank shells to blow up a tank from 4 to 3.
- Improved collisions around the tank depot.
- Improved explosion effect on the tank shells.
- Improved navigation.
- Delayed the start times of assaults to not instantly overwhelm the player after going loud.
- Adjusted tank shell spawn logic to allow 2 locations at the same time on Hard difficulty and below.
- Trainwreck
- Massively increased the amount of gold that can spawn inside the train.
- Added extra supply crates around the back of the bridge.
- Added some boulders below the lower maintenance areas to help with dropping down into the river more safely.
- Added a splash effect for bags falling into the river.
- Adjusted navigation on the bridge.
- Adjusted props inside the train wagons.
- Improved lighting inside the train wagons.
- Speed up the animation for climbing the maintenance ladders for enemies and crew AI.
- Fixed gold bags getting launched high up when a spotter barrage hits them.
- Fixed some gold bar spawns that could not be interacted with.
- Fixed stuck spots near the base of the bridge.
- Massively increased the amount of gold that can spawn inside the train.
- Tutorial
- Finishing the tutorial now returns to the main menu, instead of the camp.
- Removed a supply crate that crashed the game when opened.
- Finishing the tutorial now returns to the main menu, instead of the camp.
- Wiretap
- Adjusted the toolbox objective to guide players better.
- Improved the destruction effect on the barricades.
- Adjusted the toolbox objective to guide players better.
Interface
- Added extra information to some interaction prompts.
- Dog-tags show if they’re 1x or 3x.
- Loose loot items show their greed value.
- Loot carry items show their weight.
- Dog-tags show if they’re 1x or 3x.
- Added a wheel menu for loot items, accessed by holding the drop item button.
- Added notifications to turret interaction blockers.
- Added locked raids subtext explaining how to unlock missions.
- Added an indicator for recovered health on the player health bar.
- Added a unique loot icon for the large wooden planks.
- Added Franz and Spy speaker icons to dialogue subtitles.
- Added currently spectating and target switch prompts to spectator mode.
- Increased the linger time on the damage taken indicator to make it easier to see damage recently taken.
- Implemented a hint for new players about how Flamer weak spots work.
- Implemented a hint for new players about how commanders work..
- Improved the text on loot interaction notifications.
- Increased texture quality on the iconography ammo indicators.
- Increased the fill speed of the loot bar on the tab screen.
- Increased the display duration on the active duty bonus notification.
- Hidden the apply resolution button on the video settings when using controllers.
- Changed motion dots to hide when aiming down sights for more obstructive icons.
- Changed icon for Outlaw raid to Gold conversion.
- Changed the interaction text on the camp radio while in offline mode to be less confusing.
- Changed hitmarkers to use clearer indicators, with colors for critical hits, killing hits and normal hits.
- Improved the headshot indicator.
- Added an additional setting for tracking hit locations.
- Improved the headshot indicator.
- Removed carry and warcry indicators replacing player name labels.
- Fixed being able to show the hud with H while in a menu.
- Fixed text on the chat wheel sometimes being rendered behind the background.
- Fixed text chat caret being visible when not actively typing.
- Fixed down counter not getting immediately updated after going down.
- Fixed post-mission cinematics playing before the loading screen disappears.
- Fixed subtitles being displayed on the pause menu.
- Fixed subtitles playing in videos even if subtitles are turned off.
- Fixed enigma machine pickups using the wrong waypoint icon.
- Fixed most of the hud being hidden while in spectator mode.
- Fixed missing goto objectives after selecting a mission in the camp.
- Fixed clipping on the greed notification LOOT text in some languages.
- UI Rework
- Reworked the visual style of the Communications wheel.
- Reworked the visual style of the Objective notifications panel.
- Reworked the visual style of the Warcry ready panel.
- Reworked the visual style of the Lockpicking minigame.
- Reworked the visual style of the Secured loot notification.
- Reworked the special edition comic book reader menu.
- The comic book pages have also been re-exported in a higher resolution.
- Reworked the visual style of the Communications wheel.
- Menus
- Added a background effect for the pause menu.
- Added the server browser to the main menu.
- Added a special menu banner for free weekend players.
- Added max quantity stat on the grenade selection menu.
- Added a slider for adjusting the strength of screen shake effects.
- Added class labels to the character selection buttons.
- Added interface options menu and moved all related settings from video options to there.
- Added a setting to automatically skip live action cinematics.
- Added a setting to disable objective reminders.
- Added a setting to automatically skip live action cinematics.
- Enabled the challenge cards menu on the camp pause screen in online mode.
- Changed "Quit" text on the pause menu to "Quit To Desktop" to avoid confusion.
- Moved the “FOV Adjustment” setting from the advanced video menu to the regular video menu.
- Improved controller navigation on the mission selection screen.
- Increased the maximum amount of servers that can be shown on the server browser.
- Removed the "Flush GPU" video option since it did nothing on DirectX11.
- Removed black borders in menus on ultrawide resolutions.
- Removed the steam community banner from the main menu.
- Fixed some option menus triggering a save even if none of the settings were changed.
- Fixed credits menu not closing itself after the scroll is over.
- Fixed button legends not showing up when using controllers.
- Fixed the tutorial button showing up in the main menu even after it’s been completed.
- Added a background effect for the pause menu.
- Missions Table
- Adjusted the position of the Info / Audio / Intel buttons.
- Added potential experience display to levels.
- Added stealth viability text to level descriptions.
- Re-ordered the missions list based on potential experience gain.
- Adjusted the position of the Info / Audio / Intel buttons.
Visuals
- Added a subtle fading effect for teammate outlines.
- Improved the blending between first person animations, making actions look smoother.
- Improved the quality of the SSAO rendering.
- Improved the models on some dynamite sticks.
- Improved the models and materials on the camp gold pile.
- Increased the memory pool limit for decals.
- Increased bullet decal lifespan from 20 seconds to 3 minutes.
- Changed the outline color on hazards objects to vermilion.
- Changed outlines to smoothly fade out when leaving their activation range instead of disappearing suddenly.
- Re-exported Ace Halloween Jacket textures.
- Made a puddle look nicer :)
- Fixed some props incorrectly using censored textures.
- Fixed vehicles missing bullet decals when shot at.
- Fixed shotgun decals being queued too slowly.
- Fixed some cases where parallax textures looked incorrect.
- Fixed shadows being lower resolution then intended.
Audio
- Added new camp music, made by community member Kyrios.
- Removed burning fire sfx from the pause menu.
- Changed weapon firing sounds to always sync to the weapons current fire rate.
- Increased the volume on the audio queues for picking up health and ammo.
- Fixed vehicle engine sfx not stopping when they break or get disabled.
- Fixed the breathing sfx of Flamers not stopping correctly when they die.
- Fixed weapons sounds getting stuck while someone is joining the game.
- Raider VO
- Added dialog when reviving teammates.
- Added downed lines for Team AI.
- Added dialog for entering a new vehicle.
- Added passenger dialog for vehicles taking damage and getting stuck.
- Added dialog for vehicles breaking down/.
- Added move dialog when shouting at escorts.
- Added dialog for mowing down enemies while in turrets.
- Added dialog for when a raider is on their last magazine.
- Added thanks dialog after being revived.
- Includes a special variant if you have no revives remaining.
- Raiders now comment on being the last raider alive.
- Raiders will now comment on body carrying during the pickup interaction.
- Picking up the Spy has a unique voiceline.
- Fixed hitting walls with vehicles playing the bullet damage dialogs.
- Fixed repairing a vehicle sometimes playing the dialog on the wrong character.
- Fixed taking bullet damage in vehicles not playing the correct dialog.
- Fixed some sound effects getting cut off when any unrelated dialog finishes.
- Fixed raiders sometimes saying downed lines when they fully die.
- Fixed incorrect dialog playing for Kurgan when someone kills a commander in stealth.
- Fixed third person revive dialog playing lines from the player.
- Fixed some enemy types not having stealth callout dialog.
- Fixed some instances of Raiders arguing with themselves.
- Added dialog when reviving teammates.
Miscellaneous
- Added loyalty gold reward for migrating from a pre U22 save.
- Added an engine optimization that disables updates on unit extensions without an update function.
- Upgraded the engine to Wwise 2022.
- Changed challenge card drops to award more boosters and raid specific cards.
- This was done some time ago on the Steam backend’s side.
- Changed maximum networking bandwidth from 64 kbps to 256 kbps.
- Note: Desync and network performance is going to be an ongoing focus for the team, we have systems where desync is known to be considerably bad and we’re continuing to try and fix these issues in the future.
- Changed maximum asset streaming bandwidth to be dynamically lowered during gameplay, to reduce stutters on some machines.
- Changed crash minidumps to be more mini (can be enabled with the -crashdump launch option).
- Joining a game as a client where your preferred character is already taken will now properly switch you to a different available character, along with your equipped customizations for that character.
- Updated bundle format for streamed assets to allow for better load times.
- Updated the localization for all languages (shoutout to all the community translators).
- Players can play more animations while sprinting, Including callouts.
- Crew AI will now use equipped character customization from other save files.
- Increased the default Field of View to 90.
- Removed the forced Field of View on vehicles.
- Removed the code for a large number of unused legacy skills.
- Removed steam community group item restrictions.
- Fixed an issue that caused incorrect workload assignments on CPU cores, leading to bad performance on some systems.
- Fixed a rare crash related to a threading race condition caused by batched rendering.
- Fixed warcry code directly getting saved into save files.
- Fixed missing steam stats that were not correctly set.
- Fixed decals on LCVP Landing Craft vehicle.
- Fixed a possible crash when joining a game with an active challenge card.