
Assault is a little more balanced with the main base locations having large defensible walls to protect the main generators and core structures. Player vs Player is also improved in that regard due to the fact that the objective can no longer be long range sniped. This openness and extra cover options around the map enables the better use of the heavier vehicles such as Walkers and Tanks which were previously not as reliable as going for mass infantry strategies. Some extra height to the map within the city with the ability for infantry to get into the buildings as well as on top of them allowing for some extra changes in the dynamics within the city.

We hope you enjoy the new and improved Cliffside map and as always, thank you for Supporting the Development of Cascading Failure.
New:
- Cliffside Map Rework. New cliffside map. Better city, updated graphics and improved combat lanes.
- AI change for Attack Move. AI will now sprint if ordered location is of a great distance from their current location.
Fixed:
- Fixed a bug with camera drone control reference on dead players.
- Camera Drone pad death will now cause Camera Drone to die with the Pad.
- Engineer repair radius check was picking up nearby structures. Reduced check radius.
- Engineer Build location Z level check adjusted.
Adjustments
- Sprinting will now end reload early. This should stop players getting in a semi stuck state when trying to run for cover.
- Engineers will now get closer to build target.
- Engineers will no longer shuffle strangely when building a structure close to their location.
Changed files in this update