Update 1.54
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Officially released on October 26th, 2023. Officially called "Naval Warfare".
Initial Release
New Content
- BMS - Bluefin
- Class: Storage Ship
- Faction: Neutral
- The Bluefin storage ship is a massive, all-purpose mobile naval yard capable of storing crates of resources, packed vehicles and ammunition for long-distance travel and beach-to-beach equipment ferrying. The Bassett Motor Society is proud to deliver such a cutting-edge, versatile blue water asset to various countries across Raka, Katoma, and the Alliant Union.
- BMS - Longhook
- Class: Base Ship
- Faction: Neutral
- The Basset Motor Society’s premiere base ship, the BMS - Longhook is a sturdy, reliable vessel that provides an excellent centre of operations for building and maintaining smaller boats for ferrying personnel and equipment.
- Conqueror
- Class: Destroyer
- Faction: Colonial
- Serving as the front line to the Republic Coastal Legion, long have Conquerers lived up to the namesake. These beasts are fitted with armaments to tackle threats both above and below, including a specialized sonar station and depth charge launchers. A young upstart, Diana Geminus, was first to command a Conquerer after quickly rising through the ranks with fresh ideas for defence against the northerner’s disgraceful efforts.
- Nakki
- Class: Submarine
- Faction: Warden
- This Nevish submersible excels in punching holes in the hulls of the Colonial fleet. Armed with Moray Torpedos and state-of-the-art sonar technology, the Nakki is a silent killer. Famously, three Nakkis crept behind a Colonial fleet at night and picked them apart one by one, leading to Prefect Evander to call a retreat. Their “Legion” was not at all prepared to be assaulted from under the waves.
- Titan
- Class: Battleship
- Faction: Colonial
- Long-feared on the open seas, Titan-Class battleships are spoken of in hushed tones and with great reverence. Fitted with a wide arsenal of cannons and gun emplacements, the Titan’s enemies will soon feel the crushing depths. The Republic Coastal Legion holds Titans as its Signifiers and entire fleets rally on their position. Modelled on the flagship of Ambrose Leon’s storied fleet, the Titan is a beacon of victory for the Mesean people.
- Callahan
- Class: Battleship
- Faction: Warden
- Callahan-class Battleships are massive, fully featured mobile bases. They pack enough firepower to devastate enemy naval vessels and their crew, or rain death on nearby shorelines while shrugging off punishment with its reinforced hull. Named for Caoiva’s founder and first Archon, who famously held fast in conflict with rival clans who wanted his head. Several Callahans remain anchored at Whedon’s Row Harbour.
- Interceptor PA-12
- Class: Landing Ship
- Faction: Colonial
- The Interceptor PA-12 is a vessel designed to transport friendly troops and light vehicles across large bodies of water.
- MacConmara Shorerunner
- Class: Landing Ship
- Faction: Warden
- The Shorerunner is a large vessel that ferries friendly troops and light vehicles to assault distant shores.
- Dev Note: Landing Ships are temporary boats that will decay rapidly.
- Model-7 “Evie”
- Type: Depth Charge
- An explosive charge that detonates at a target depth. This anti-submarine ordinance is fired from the deck of naval vessels using specialized launchers.
- E680-S Rudder Lock
- Type: Sea Mine
- Designed for underwater deployment, Sea Mines detonate upon contact with enemy vessels. They deteriorate after 48 days.
- Moray Torpedo
- Type: Torpedo
- Fired from submersible vessels, the Moray Torpedo is a self-propelled underwater missile that functions well at a variety of ranges and depths. It’s designed to bore into the hulls of large ships, leaving them vulnerable to leaks.
- The Type C - “Charon” and 74b-1 Ronan Gunship have been reworked. These boats have been fitted with armour, a walkable deck, and are armed with two Tripod Mounts and a Heavy Mortar.
- The 74c-2 Ronan Meteora Gunship has been removed.
- Dry Dock
- A floodable basin and construction platform that facilitates the assembly and repair of the largest naval vessels.
- Naval Works modification for the Small Assembly Station
- An assembly rigged to manufacture parts used in the construction of naval vessels at a Dry Dock.
- This modification produces three new shippables, Naval Hull Segments, Naval Shell Plating, and Naval Turbine Components for Large Ship construction.
- An assembly rigged to manufacture parts used in the construction of naval vessels at a Dry Dock.
- Navy Pier
- A temporary pier that facilitates movement of goods and troops onto large naval vessels from the shore.
- Offshore Platform
- Offshore Platforms are open-water extraction facilities used to extract various oils. A steady supply of processed Coal is required for certain operations, as extracting materials from the ocean floor is a complex process.
- Rare Materials
- Used for building advanced vehicles.
- Rare Alloys
- Bars of incredibly rare materials used in some of the most advanced and complex constructions, such as large naval vessels and AEON Rockets.
- World Expansion
- Endless Shore, Tempest Island and Godcrofts have been moved east to form a new coastline.
- Four new maps have been added to the world.
- Fisherman’s Row and Oarbreaker have returned to the west coast and have received substantial changes to better reflect their original design goals.
- Lance-46 “Sarissa”
- Class: Battle Tank
- This high-powered mobile artillery platform deploys a set of sturdy, mechanical legs to brace for the power of 150mm cannon fire. The “Sarissa” Lance variant is a highly custom and ingenious use of the Lance chassis that creates versatility in armour operations, reducing much of the overhead when transporting and deploying static artillery batteries.
- Flood Mk. IX Stain
- Class: Battle Tank
- Built on an inverted Flood chassis, the Mk. IX Stain is a fully-featured mobile artillery platform. Once deployed, the Stain can fire a 150mm cannon over long-distances to pummel enemy positions with indirect fire.
- AU-A150 Taurine Rigger
- Class: Heavy-Duty Truck
- Faction: Colonial
- Built to brave the hills in the western provinces of Alliant Union, the Taurine Rigger is a Velian modified variation that specializes in towing heavy equipment and supplies over treacherous terrain. Employed in the Colonial Legion for near three centuries, the A150 has become an indispensable tool in Colonial operations. It’s no surprise then that it has been often imitated, yet never replicated.
- Cnute Cliffwrest
- Class: Heavy-Duty Truck
- Faction: Warden
- This heavy-duty tracked service vehicle was originally designed to haul large resource caches and heavy weapons along the craggy cliffs of Sorovia.
- Rooster - Lamploader
- Class: Trailer
- Faction: Neutral
- A simple towable trailer that holds various fuel sources and can be used to refuel vehicles.
- Rooster - Junkwagon
- Class: Trailer
- Faction: Neutral
- A simple towable trailer that holds common building resources.
- Rooster - Tumblebox
- Class: Trailer
- Faction: Neutral
- A simple towable trailer that holds heavier building materials.
- Niska Mk. III Scar Twin
- Class: Half-Track
- Faction: Warden
- The third Niska Motor Carriage variation sports twin mounted machine guns at the expense of reduced passenger shielding and overall firepower. This simple revision was originally an ad hoc alteration by field engineers, but quickly sought after by armour regiments across the Caoiva-Veli front line.
- This Half-Track has a hitch that can tow Trailers. See New Features for more details.
- GA6 “Cestus”
- Class: Field AT Rifle
- Faction: Colonial
- This simple, dual-barreled short-range field gun packs a punch. Its economic construction makes for fairly basic assembly at the cost of longevity. Meant for Anti-Tank support, the Cestus is best utilized in ambush tactics or woven between the lines of heavier armour.
- Duncan’s Coin 20mm
- Class: Field AT Rifle
- Faction: Warden
- This field gun is a capable, if somewhat flimsy, anti-tank weapon derived from cheap materials, crude processing, and utilizes dated technology. The affixed 20mm cannon may feel ancient by modern standards, but rest assured, it has no problems piercing modern armour.
New Features
- Rockets have been readded.
- Rocket Creation
- AOE-9 Rocket Platform
- This is a new Facility building that replaces the old Rocket Sites that were pre-placed in the world.
- Rocket Manufactory modification for the Small Assembly Station.
- This modification produces the following shippables: A0E-9 Rocket Booster, A0E-9 Rocket Body, and A0E-9 Rocket Warhead. These shippables are the three parts used in the construction of the Rocket.
- These parts are immune to friendly fire and can be Reserved at a Reserve Stockpile.
- This modification produces the following shippables: A0E-9 Rocket Booster, A0E-9 Rocket Body, and A0E-9 Rocket Warhead. These shippables are the three parts used in the construction of the Rocket.
- Rocket Parts are used to build a Rocket via a Crane. Shippable#Cranes can place the shippables on the Rocket Site in order to construct a Rocket.
- Rocket Sites are fuelled with Heavy Oil over 24 hours before the launch process can begin.
- Firing within the Region after 12 hours has been removed. A launch within or outside of your Region can only occur once the Rocket is fully fuelled.
- AOE-9 Rocket Platform
- Rocket Targeting
- Radio Backpacks are no longer used for spotting.
- Intel Center listening operations are now used to designate targets for a Rocket.
- The Rocket Site must be claimed by a Squad before it can be used. Only members of that Squad can participate in the launch process.
- The Rocket Site must be within 2000m of the target. The Intel Center does not have to be near the Rocket Site to generate a target.
- Once a target’s codes are submitted to the Rocket Site by 3 players of the claiming Squad a target icon will appear on the map for both Factions. An alert will also play every 2 hours with details of the target location.
- Rocket launches take 48 hours to complete.
- Stopping a Rocket Launch
- There are several ways a Rocket launch can be stopped in the 48 hours before launch:
- Rocket launches can be cancelled by 3 members of the claiming Squad. Upon cancellation a new launch cannot be started for 4 hours.
- The Rocket, Rocket Site or the active Listening Center can be destroyed.
- Rockets no longer drop anything when they are destroyed.
- Visibly damaging the Rocket will delay a Rocket launch until it is repaired.
- There are several ways a Rocket launch can be stopped in the 48 hours before launch:
- Rocket Misc Changes
- Rocket Sites have new icons. These icons show whether there is a Rocket at the Rocket Site or not.
- Rocket Sites are no longer destroyed once a Rocket is launched and can now be reused.
- Rocket Sites can be claimed by a Squad for 76 hours and can be refreshed like other structures.
- Once the 76 hour claim elapses any Squad can reclaim the structure.
- Rocket Impact Sites now have an icon.
- Launch codes are no longer reused and are instead randomised each time.
- Sirens will only play at World Bases that will be destroyed by a Rocket impact.
- Dev Note: Previously bases of all types would sound sirens even beyond the range of the Rocket impact. This caused confusion as players would assume bases outside of the range were going to be destroyed.
- Players close to the base of the Rocket as it launches will be set on fire.
- The Intel Center UI has been updated to accommodate the launching process.
- Dev Note: The Rocket Site has a useful tooltip explaining the whole process for constructing and firing a Rocket.
- Rocket Creation
- Naval
- Dropping an item on a Large Ship returns the item to the ship’s Stockpile.
- Lowering the Anchor of a Large Ship enables Naval Turrets to automatically fire upon small vessels.
- The pilot of a Large Ship can see the heading and speed of the vessel under the compass.
- When deploying to an Island Region players are shown a message warning them that they’re disconnected from the main continent.
- Gunboats and Large Ship cannons can change to Direct Fire mode for close quarters ship-to-ship combat.
- Shipyards can now repair the armour of small boats similar to Garages.
- Players and vehicles are sheltered from Snow Storms when below the deck of a Large Ship.
- Large Ships cannot anchor within 150m of the Region border.
- Large Ships can ram smaller vessels at speed to destroy them.
- Large Ships with a Barracks allows players to deploy to the ship from the Home Region.
- When Large Ships take damage there is a chance for leaks to form.
- If a leak is below the water line water will begin to flood the ship.
- Leaks can be repaired with Basic Materials.
- Water can be contained within compartments of the ship by closing the Bulkhead Doors.
- Water can be removed from the ship by filling a Water Bucket within the flooded room.
- Towing
- Vehicles equipped with a hitch (Tractors) can tow Trailers, but the speed at which a vehicle moves while towing depends on both the Towing Capacity of the vehicle and the weight of the towed Trailer
- If a Tractor's Towing Capacity is below the recommendation for a Trailer, the player will be warned when entering the driver's seat.
- A Trailer can be towed by aligning the hitch of the Trailer with the hitch of a Tractor and interacting with the hitches similar to coupling Train cars.
- The following vehicles are now equipped with a hitch
- All Field Weapons can now be towed, with each having different weights that impact the speed of the attached towing vehicle.
- Manual Gearbox
- Heavy-Duty Trucks are equipped with manual gearboxes that allow drivers to switch between low and high gear, giving them increased flexibility when going over difficult terrain or when towing heavier loads.
- Low gear is ideal for inclines or difficult towing conditions
- High gear is ideal for achieve higher top speed on roads
- When exiting from the rear seat of a Tractor with a hitched Trailer you are exited at the Driver's door.
- Field Weapons constructed at a Garage or Assembly Station, or assembled from a Stockpile, are facing backwards to allow a Tractor to tow them.
- Added effective range and ineffective range to the Balfour Stockade 75mm and 945G "Stygian Bolt".
- Effective range is the range that a weapon fires with full accuracy.
- Ineffective range is additional range weapons can fire to without full accuracy.
- Vehicles equipped with a hitch (Tractors) can tow Trailers, but the speed at which a vehicle moves while towing depends on both the Towing Capacity of the vehicle and the weight of the towed Trailer
Balance Changes
- BMS - Ironship
- Health decreased from 4000 to 2600
- BMS - Aquatipper
- Added armour.
- Health reduced from 1440 to 950.
- Type C - "Charon" now has armour.
- 74b-1 Ronan Gunship now has armour.
- HC-7 "Ballista"
- Armour health increased by ~53%.
- Minimum penetration chance improved (harder to pen).
- Speed increased.
- Mobility increased.
- HC-2 "Scorpion"
- Armour health increased by ~30%.
- Minimum penetration chance improved (harder to pen).
- Speed increased.
- Mobility increased.
- Cost changed from 5 Construction Materials to 5 Processed Construction Materials, 10 Assembly Materials I, 3 Assembly Materials IV
- R-5b "Sisyphus" Hauler's max speed has been increased.
- Balfour Stockade 75mm
- Effective range increased from 35m to 37.5m.
- Added 5m of ineffective range at 42.5m
- 945G "Stygian Bolt"
- Effective range increased from 40m to 42.5m.
- Added 5m of ineffective range at 47.5m
- Dev Note: see the New Features section for notes on effective and ineffective ranges.
- Rycker 4/3-F Wasp Nest
- Range increased from 300m to 325m.
- Accuracy firing at max range increased by ~14%.
- 120-68 "Koronides" Field Gun added 15° of traverse to the left and right of the barrel.
- Water Bucket assembly time increased from 0.5s to 2.5s.
Gameplay Changes
- The 120-68 "Koronides" Field Gun, 945G "Stygian Bolt", Rycker 4/3-F Wasp Nest, and the Balfour Stockade 75mm are now classed as Large Field Weapons.
- Bodies of water freezing due to maximum intensity Snow Storms has been disabled temporarily.
- Vehicles that are produced at Facilities are automatically Squad locked to the Squad that has the structure reserved.
- Exiting the driver’s seat of a vehicle that is in motion causes the vehicle to quickly, but not instantaneously, come to a stop.
- The following vehicles can now be shipped in Flatbeds and Landing Ships:
- The countdown for travelling between Regions is now cancelled if:
- A vehicle's weapon fires.
- If the vehicle is moved.
- Water Buckets can now only be submitted to Stockpiles when they're empty.
- Observation Bunkers now have a Spotter seat that can be entered.
- Sniper Rifles and automatic weapons, excluding the KRN886-127 Gast Machine Gun and the Malone MK.2, can now be fired from Gunboats and the BMS - Packmule Flatbed.
- Item stashes can be created when dropping items on vehicles that players can walk on.
Map Changes
- World Rocket Sites have been removed from Great March, Morgen’s Crossing, Nevish Line, Origin, Reaching Trail, Endless Shore, and Farranac Coast.
- Observation Towers have been removed from most Regions excluding Coastal and Island Regions.
- Shipyards and Coastal Guns have been added and removed throughout the world.
- All maps excluding Heartlands, Great March and Reaching Trail have had their rivers adjusted to accommodate Large Ships.
- Allods Bight:
- Land east of The Stone Plank has been removed.
- Mountain rocks east of Turncoat can be climbed.
- Basin Sionnach:
- A small Trainbridge has been added north of Sess.
- Drowned Vale:
- A slope east of The Saltcaps has been reworked to accommodate Endless Shore’s move east.
- Endless Shore:
- Vulpine Watch and Dannan Ridge have been removed along with their landmass.
- The western side of the region has been reworked to accommodate the move east.
- The Evil Eye Relic Base has been removed.
- Sídhe Fall Relic Base added east of Saltbrook Channel
- The Fingers:
- All four of The Fingers have been reduced in length
- The Routed and several Relic Bases have been removed or moved.
- All roads into the Region have been removed.
- Eight new islands have been added.
- Fisherman’s Row:
- All landmasses except for Fisherman’s Row itself (the main landmass) and The Satyr Stone have been removed.
- A Relic Base has been readded to the south-west of the main landmass.
- Three new islands have been added.
- Godcrofts:
- All landmasses except for The Axehead, Den of Thieves, and an unnamed sand island have been removed.
- The Axehead landmass has been majorly reworked.
- The Axehead is no longer a logistics town. The logistics town is now a new version of Isawa.
- Seven new islands have been added.
- Kalokai:
- Baccae Ridge Seaport and logistics area has been adjusted to alleviate traffic.
- Baccae Ridge Pre-Placed Track has been rerouted to no longer cut the Town in half when a Train arrives.
- King’s Cage:
- The Manacle bridge has been replaced with a more permanent structure.
- Pre-Placed Tracks have been added to Manacle travelling east-to-west.
- Southblade Relic Base added south of Gibbet Fields.
- Marban Hollow:
- Lughbone Dam has been moved and reworked slightly.
- The mountain south of The Claim is now made of red rocks.
- Morgen’s Crossing:
- All existing land south of Lividus has been removed.
- A new landmass extending from Weathered Expanse has been added.
- Oarbreaker:
- All landmasses except for Conclave, Castor, Pollux, Grisly Refuge, and Barrenson have been removed.
- A Relic Base has been added to Grisly Refuge.
- Five new islands have been added.
- Conclave has been reworked to be a logistics town.
- Reaching Trail:
- Brodytown logistics areas have been reworked to spread out traffic.
- Sableport:
- Several breaches have been added to the Bulwark.
- Several areas along the west and north have been smoothed to make attacking easier.
- Talonsfort
- The base has been moved to the north side of the road.
- An additional road has been added leading to the base.
- The nearby rockface has been smoothed out.
- An additional road has been added leading to The Whetsone Relic Base.
- The rockface leading to Barronhome from Lord’s Cellar has been smoothed out.
- Terminus:
- A Trainbridge has been added to the Winding Bolas landmass.
- Weathered Expanse:
- Port of Rime has been moved to Stlican Shelf.
- The Weathering Halls is now a Logi Town.
- The landmass has been extended south-east to connect to Stlican Shelf and Morgen’s Crossing.
Other Changes
- The Dunne Dousing Engine 3R and the R-12B "Salva" Flame Truck have a new SFX for reloading.
- The War Start popup image has been updated to reflect the updated world.
- Dynamic vehicle tooltips have been improved to accommodate Large Ships.
- The Rocket Factory modification for the Small Assembly Station has been renamed “Battery Line”.
- The Rocket Factory modification for the Ammunition Factory has been renamed “Rocket Battery Workshop”.
- Outdated Wiki link removed from Main Menu.
- Crane hook rotation is now animated when transferring a shippable to something.
- The background image in the map screen has been updated to reflect changes to the world.
- Ballistic Rocket icon and description in the Technology Tree has been updated.
- Improved collision responses when a vehicle is in contact with multiple surfaces simultaneously.
Bug Fixes
- The Main Menu language selection drop-down menu does not update what language is selected.
- Facility Modification Center has some interior sections that accumulated snow.
- Flame Ammo has an unnecessary qualifier saying it can be used in vehicles.
- Rycker 4/3-F Wasp Nest veterancy camo tiers look very similar making them difficult to distinguish.
- Weapon aim line visuals persist after closing a commander’s hatch.
- Devitt Ironhide Mk. IV is missing veterancy camo from the front armour plate.
- Field Weapons pitch excessively when moving over Facility Foundations.
- Gates are obstructed from opening when a vehicle is touching the gate.
- Vehicles based on the BMS - Aquatipper are misaligned after border travel.
- The Large Assembly Station Train Assembly modification is missing snow on some train wheels.
- The Power Station collision is excessively large in some sections.
- Metalworks Factory Recycler modification collision is excessively large in some sections.
- All Colonial Light Tanks have a rear wheel that does not animate whilst moving.
- King Jester - Mk. I-1 firing pattern is different between the gunner and nearby observers.
- When using the No.2B Hawthorne from a passenger seat the player does not aim left and right.
- Resource Transfer Station UI is incorrect when observing a tab of Stockpile that the Resource Transfer Station does not have.
- The War Start Popup shown in Resistance Phase uses both a twelve and twenty four hour time format.
- Lance-25 "Hasta" commander rotates with the main gun.
- The Anti-Tank Sticky Bomb has a grammatical error.
- Gallagher Thornfall MK. VI driver obstructs shooting for the MG.
- Players are visually rotated when exiting a mount that’s at an angle.
- Field Weapons become difficult to turn when reaching high speeds down slopes.
- The Dunne Dousing Engine 3R and the R-12B "Salva" Flame Truck’s gunner seat has several animation issues.
- The War Start popup shows a default time when a war start has not been scheduled.
- Encampments can be built on roads.
- Vehicles with an engineer seat have a delay for the gunner firing when reloaded rapidly.
- Field Weapons cannot do static rotations.
- Vehicles based on BMS - Aquatipper are left floating when it’s destroyed.
- Abisme AT-99 decay timer is now a qualifier instead of just text in the description.
- Vehicles are able to drive on some rocks unexpectedly.
- High-speed vehicles stop rotation during a drift when slowing down.
- Ballistic Rocket impact site crater has inaccurate collisions.
- Spamming the Climb button during the animation of getting onto a ladder interrupts the animation.
- Red rocks have low-detail collision.
- Some Build Sites have collisions enabled when no Materials have been committed to the Build Site.
- Bunker Build Site restrictions can be by bypassed in some cases.
- Some collisions are improperly set on one Train Bridge variant's critically damaged state.
Map Bug Fixes
- All maps have been visited to clear some road obstructions.
- Basin Sionnach:
- Cuttail Station gravel does not apply road speeds.
- Farranac Coast:
- A Salvage Field is missing from some logistics layers.
- The mountain south of Victa can be climbed in some specific spots.
- Fisherman's Row:
- The Satyr Stone has an exposed low-detail mountain.
- Great March:
- Sitaria World Resource Mine is too close to a nearby Garrison to allow Cranes to interact with shippables.
- King’s Cage:
- The Manacle Town Hall can be built from the road below the west cliff line.
- Origin:
- There are some floating bushes along the northern border.
- Some roads in Initium are misaligned.
- Reaching Trail:
- Some rocks south of Fort Mac Conaill have no collisions.
- Sableport:
- The Bulwark has many gaps and misalignments.
- Barronstown Construction Yard is misaligned.
- There are several spots where players can get stuck around rocks.
- Shackled Chasm:
- Trenches and Bunkers constructed on the Simo's Run landmass are visually filled in by terrain.
- Stonecradle:
- Pebbles are floating above a road on the north-west landmass.
- Umbral Wildwood
- Some trees are floating north of Amethyst.
- Westgate:
- A Salvage Field is missing from some logistics layers.
- Nevish Line:
- Scrying Belt Coastal Gun is outside of active AI range at war start.
Hotfix 1.54.18.2
Implemented on October 27th, 2023
Bug Fixes
- Backpacks dropped on death are not visible in some circumstances.
- The base of a tree becomes completely hidden when standing directly adjacent to them.
Hotfix 1.54.18.4
Implemented on November 1st, 2023
Bug Fixes
- Track Build Ghosts flicker between valid and invalid placement when attempting to place a Track at its maximum extents.
- BMS - Ironship's cost is incorrectly set to 150x5 Basic Materials.
- BMS - Groupers cannot be constructed on some beaches in Godcrofts.
- Bridge ladders in Loch Mór cannot be climbed.
- A road heading south-east from Revenant's Path in Weathered Expanse is faded out.
- Low-detail rocks are visible in the Linn of Mercy river.
- The prompt area to access the Commander seat of Light Tanks is too large and causes conflicts when attempting to interact with some other vehicles.
- 120-68 "Koronides" Field Gun fired rounds are not impacted by adjusting the gun's azimuth.
- Players spawn within a table on one of the Relic Base models.
Other Changes
- Improved server performance when many players are dying in dense battles.
Hotfix 1.54.18.8
Implemented on November 4th, 2023
Bug Fixes
- Bunker Build Site restrictions can be bypassed in some more cases.
- Stockpile Log tooltip incorrectly refers to the Submit Starter Kit button as "Submit Starter Gear".
- Vehicles in motion stutter more frequently than expected.
New Features and Gameplay Changes
- Members of the Squad that have a Large Ship claimed can eject a non-Squad member from the driver's seat of the ship by pressing the 'Eject Driver' button in the ship's inventory.
- Submerged Submarines will automatically resurface on a delay if there is no crew on-board.
- Water from a Water Bucket now impacts the surface of bodies of water.
- E680-S Rudder Lock can no longer be deployed near Region borders.
Hotfix 1.54.18.11
Implemented on November 10th, 2023
Bug Fixes
- Building restrictions are not applied to Field Bridges that are apart of a chain.
- BMS - Bluefin's ramp does not check for obstructions at the ramp's extremities when deploying and undeploying.
- Interacting with a Barracks on a Large Ship does not update Map Intelligence.
- The front-left Machine Gun of BMS - Longhook hides the deck when mounting the weapon.
- The vehicle lock icon overlaps with the speed and heading information for boat pilots.
- The name of the Stockpile you're interacting with at a Storage Depot or Seaport is hidden.
- 4C-Fire Rocket do not stack correctly in Large Item Stockpiles.
Other Changes
- Localised languages have been updated.
- !unstuck is now supported for Large Ships.
- Dev Note: For new or returning players, !unstuck is a command that can be input into the text chat to get your character or a vehicle you're driving unstuck.
- Improvements have been made for Large Ships travelling between Regions.
Hotfix 1.54.18.12
Implemented on November 22nd, 2023
Bug Fixes
- The BMS - Bluefin's Crane can become stuck in some cases preventing the ship from raising anchor.
- Offline Characters ("Sleepers") are not created under some rare conditions when a Region restarts in Recovery Mode.
- Swapping to the driver's seat of a vehicle being transported by a ship causes the transported vehicle to no longer move with the ship.
Other Changes
- Vehicles cannot be entered by an enemy for a short period of time after an unexpected connection issue or a Region restart.
- Field Bridge Build Sites are only valid Build Sites for other Field Bridges.
Hotfix 1.54.18.14
Implemented on November 24th, 2023
Bug Fixes
- Nakki Class Submarines can become stuck in some areas of the Deadlands river.
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Update 1.53 | Update 1.55 |
Source
- Foxhole Website[1]