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Update notes via Steam Community

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

    Al Dhakir

    • New Background Mountains added
    • Fixed floating spawn points for players and vehicles
    • Foliage and landscape edits around roads

    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


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
Operation: Harsh Doorstop Content Depot 736591
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