Closed Beta for Operation: Harsh Doorstop 2.0 is Available Now
Steam
Hello everyone, after over a year of development I'm proud to announce that the Operation: Harsh Doorstop 2.0 closed beta is currently available for testing.
All supporters can obtain their playtest key here. https://operationharshdoorstop.com/playtest
If you own the World War or Closed Beta DLC, you get in immediately. If you don't... then you can sign up for our waitlist and your playtest key will be sent to you as slots become available.
We are currently conducting major playtests every Friday.
As to when this update will be released...
I am still completing my training, and I will not be home for at least another few months. This means that the update will not be released at least until I am home.
There is still a significant amount of polish and refinement that our team would like to take the time and work on... so frankly, this additional time developing the game will only help ensure that this update is the absolute best version of Operation: Harsh Doorstop that has ever existed.
Since we work on this game as a hobby... there is no rush to release this update until it is absolutely ready. So... I am not willing to set a release date yet, or publish timelines.
At the very least... this update will continue to be developed for at least a few additional months.
Here is a list of all features, content, and fixes that have currently been added to the closed beta... and a video showcasing some of our more recent playtests.
There is... a lot that has been added and changed.
This isn't the same game anymore.
Jump to:
- New Weapons[/]- New Vehicles[/]- New Base Constructibles[/]- New Features[/]- Maps & Missions[/]- Factions & Kits[/]- Visual & Audio Polish[/]- Bug Fixes & Improvements[/]- For Creators & Modders[/]- Miscellaneous[/]
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New Weapons
Rifles & Snipers
- M40A5 bolt-action rifle with magazine feed [/]- M40A5 now equipped by the Hyrcania US Army Sniper [/]- SV98 sniper rifle for the Hyrcania RU Marines (Green) [/]- SV98 sniper rifle for the Hyrcania RU Marines (Sand) [/]- DVL-10 suppressed bolt-action sniper rifle for Invictus PMC East [/]- DVL-10 unsuppressed bolt-action sniper rifle for Invictus PMC East [/]- VSSK suppressed 12.7mm rifle for the Hyrcania RU Marines Marksman [/]- MRAD sniper rifle for the Hyrcania US Marksman [/]- AN-94 for the Hyrcania RU Marines Squad Leader [/]- Winchester 1918 .50 cal for the Operation: Michael AEF AT Rifleman [/]- Malyuk 5.45 bullpup rifle for PMC East [/]- AK-47 with GP-25 grenade launcher for the Rolling Stone Grenadier kits [/]- AK-12 as an alternate weapon for the Hyrcania RU Marines Medic [/]- Scoped CAR-15 for Cold War US [/]- Scoped AK-74 for Cold War Russia [/]- Scoped G3A3 for the Insurgents [/]- Suppressed AKS-74U for the Somali Squad Leader alternate kit [/]- ASVAL with Kobra red dot for the PMC East Squad Leader alternate kit [/]
SMGs
- FN P90 for PMC West (Squad Leader alternate kit) [/]- Suppressed Vector for PMC West (Specialist kit) [/]- Triarc 2011 as the PMC West Squad Leader main weapon [/]- PPS-43 for the Insurgents [/]- PPS-43 for the NVA Grenadier [/]- MP41 variant for the Overlord German Specialist [/]
Machine Guns
- MG08/15 for the Operation: Michael Germans [/]- New MG kits for the Operation: Michael AEF [/]- New MG kits for the Operation: Michael Germans [/*]
Shotguns
- Remington 870 Mark 1 for the Rolling Stone USMC Grenadier [/]- Mossberg 890 for the Cold War US Crewman alternate kit [/]- KS-23 pump shotgun for the Cold War RU Crewman alternate kit [/*]
Pistols & Revolvers
- MR73 revolver for the Gothic Serpent Somali Militia [/]- Mauser C96 for the German Empire Squad Leader (Operation: Michael) [/]- Mauser C96 with stock for the Imperial German Specialist (Operation: Michael) [/]- Luger P08 for the Overlord German Squad Leader [/]- Luger P08 for the Operation: Michael German Sniper [/]- Glock 19 sidearm for the Hyrcania US Army [/]- GSh-18 sidearm for the Hyrcania RU Marines [/*]
Launchers & Anti-Tank
- M3 MAAWS for the Hyrcania US Army AT Rifleman, replacing the RPG-7 [/]- SPG-9 AT launcher for the Insurgent Engineer kit [/]- No. 74 AT grenade for the Overlord US Para AT Rifleman [/]- No. 74 AT grenade for the Overlord US Ranger AT Rifleman [/]
Explosives
-
Sticky C4 that sticks to structures, FOBs, and vehicles [/*]
-
Each player has a cap on active charges [/]- Charges are cleaned up when the owner dies [/]- Charges keep their owner if the player is revived [/]- Kills are credited even after the owner dies [/]- Charges now last longer before expiring [/*]
-
Remote detonators for C4 in every Specialist kit, Cold War through Modern [/]- Remote detonators for IEDs in every Specialist kit, Cold War through Modern [/]- Sticky TNT with a 5-second countdown [/]- Sticky Tellermine 42 IED that no longer bounces [/]- Players can now shoot C4, IEDs, and TNT to disarm them [/]- Red smoke grenade[/]- Green smoke grenade[/]- Yellow smoke grenade[/]- Violet smoke grenade[/*]
Anti-Tank Mines
- M15 AT mine for the US factions [/]- TM-62P3 AT mine for the RU factions [/]- Tellermine 42 AT mine for the Insurgent faction [/]- Tellermine 42 AT mine for the Somali faction [/]- TM-41 AT mine for the Vietnam-era factions [/]- M6 mine for WW2 factions [/]- Mines ignore players and trigger on enemy vehicles [/]- Each player has a cap on active mines [/]- Enemies can shoot mines to clear them [/]- Mines are on AT Rifleman kits with sub machine gun primaries [/]
Anti-Personnel Mines
- M18 Claymore[/]- PMN-2 AP mine [/]- POMZ AP mine for the Vietnam-era factions [/]- S-mine for pre-Cold War factions [/]- M2 mine for pre-Cold War factions [/]- AP mines are on bolt-action and .50 cal Sniper kits in place of a frag grenade [/]- AP mines trigger faster, in 0.2 seconds instead of 0.5 [/*]
Melee
- Advanced Combat Knife as the secondary weapon on the Cold War Rifleman kit [/]- Advanced Combat Knife as the secondary weapon on the Vietnam Rifleman kit [/]- Secondary knife on the Cold War Grenadier kit [/]- Secondary knife on the Cold War AT Rifleman kit [/]- Secondary knife on the Cold War Medic kit [/]- Bayonet on the German G98 Squad Leader rifle kit [/]
Optics
- Aimpoint 3000 red dot [/]- Canted iron sight[/]- Trijicon MGO ACOG with a scoped M240B variant [/]- 1P29 optic for the PKP [/]- OKP-7 canted sight [/]- PO scope on a Picatinny rail [/]- PO156 optic and mount for the AN-94 [/]- 1P90 magnifier for the AK-12 [/]- A2000 scope for the CAR-15 [/]- PGO-7 scope [/]- ZF24 scope for the G3A3 [/]- QXL3 flashlight [/]- PBS-4 suppressor [/*]
Lasers & Flashlights
- Holosun laser sight for Western PMC guns [/]- MLOK laser for the MDR [/]- MLOK laser for the AK-74 Warfighter [/]- Laser on the AK-74M PKAS (Invictus PMC East) [/]- Laser on the ASVAL Kobra (Invictus PMC East) [/]- Laser on the SA58 ACOG (Invictus PMC West) [/]- Laser on the Vector (Invictus PMC West) [/]- Laser on the FN P90 (Invictus PMC West) [/]- Laser on the PMC West AT Rifleman MP7 [/]- Laser on the Glock 19 [/]- Laser on the Afterburner [/]- Flashlight on the Triarc 2011 [/]- Flashlight on the Hyrcania SIG P320 [/]- Flashlight on the MP-443 Grach [/]- Flashlight on the RU Marines Specialist MP-443 [/]- Flashlight on the Gothic Serpent Delta Pointman Remington 870 [/]
Weapon Mechanics
- Toggleable variable optics on the AK-12[/]- Toggleable variable optics on the Malyuk[/]- Toggleable variable optics on the HK417[/]- Toggleable variable optics on the MDR[/]- BAR swaps between Slow and Fast automatic fire with the Cycle Sights key [/]- AN-94 gains an Automatic fire option [/]- AN-94 rate of fire changes between Auto and Burst [/]- Rocket launchers now produce backblast[/]- Hyrcania RPGs use the new backblast system [/]- Weapon fire mode is saved between respawns [/]- Weapon cone of fire increases while jumping or falling [/*]
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New Vehicles
Cold War
- M1A1 Abrams heavy tank for the US [/]- T-72B heavy tank for Russia [/]- T-55 heavy tank for the Insurgents [/]- PT-76 light tank for the Insurgents [/]- M113 light APC for the US [/]- MTLB light APC for Russia [/]- BTR-82 heavy APC for Russia [/]- BMP-2M[/]- BMP-3 light tank [/]- M2A3 Bradley light tank for the US [/]- LAV-6 IFV[/]- BRDM-2 light APC [/]- Turreted LSV Hummer for Cold War US, replacing the existing Hummer [/]- Armed UAZ Hunter for PMC East [/]- Armed UAZ Hunter for Cold War RU [/]- Armed UAZ Hunter for RU VDV [/]- Technical Large with DShK for the Insurgents [/]- Technical Large with DShK for Russia [/]- Technical Large with DShK for Russian VDV [/]- Second Technical Large variant for the Insurgents [/]- Hummer93 transport for Cold War US [/]- Forest camo versions of the attack vehicles for the Insurgents [/]- Forest camo versions of the attack vehicles for US M81 [/]- Forest camo versions of the attack vehicles for Russian VDV [/]
Operation: Overlord (WW2)
- M3 Stuart light tank [/]- M4A2 Sherman medium tank [/]- M18 Hellcat heavy tank [/]- M3A1 Halftrack for the US [/]- Panzer II G[/]- Panzer IV medium tank [/]- StuG III F heavy tank [/]- Sd.Kfz 251 Halftrack[/]- Sd.Kfz 2 Kettenkrad tracked motorcycle for the Wehrmacht [/]- Sd.Kfz 2 Kettenkrad tracked motorcycle for the Fallschirmjäger [/]- Camo Panzer II G for the Fallschirmjäger [/]- Camo StuG III F for the Fallschirmjäger [/]- Forest camo Sd.Kfz 251 for the Fallschirmjäger [/]- Woodland Opel Blitz Transport truck [/]- Woodland Opel Blitz Logistics truck [/]- Woodland Kubelwagen, driveable [/]- Winchester .50 cal turret on the M3 Halftrack (WW2 and Vietnam) [/*]
Operation: Michael (WW1)
- Renault tank [/]- lK2[/]- Mark C[/]- Mark V[/]- Oberschlesien[/]- A7V Goliath[/]- Truppen Transport[/*]
Rolling Stone (Vietnam)
- M551 Sheridan light tank for the USMC [/]- M60A1 Patton heavy tank for the USMC [/]- M113 without turret shield for the USMC [/]- Type 63 APC for the NVA [/]- Type 69 MBT for the NVA [/]- PT-76 for the NVA [/]- BRDM-2 for the NVA [/]- NVA vehicle spawns now mirror the USMC [/]
Hyrcania
- M1A2 Abrams heavy tank for the US [/]- T-90 heavy tank for the RU Marines [/]- MaxxPro MRAP[/]- HummAce Humvee (armed) [/]- HummAce Humvee (unarmed) [/]- Ural 63095[/]- Turreted MaxxPro MRAP[/]- Turreted HummAce[/]- Turreted Ural 63095 with Kord gunner [/]- BTR-MDM Rakushka for the RU Marines [/]- M1126 Stryker[/]- BTR-80[/]- Stryker and BTR-80 replaced the M113 and BTR-MDM in the Hyrcania factions [/*]
PMC & Modern
- Turreted MRAP Catamount for PMC West [/]- Turreted IMV Tigr (Rhino) for PMC East [/]- CROWS turret on the MRAP Catamount [/]- CROWS turret on the IMV Rhino [/]- Shielded gun turret on the MRAP Catamount [/]- Shielded gun turret on the IMV Rhino [/]- T-84 Yatagan heavy tank for PMC East (WoT collaboration) [/]- M117 Guardian light APC for PMC West [/]- M2A3 Bradley light tank for PMC West [/]- BMP-3 light tank for PMC East [/]- BRDM-2 light APC for PMC East [/]- Turreted Humvee M2 for the PMC factions [/]- Armed vehicle options for the Gothic Serpent US faction [/]- Armed vehicle options for the Gothic Serpent Somali faction [/]
Utility & Light Vehicles
- LSV Hummer moved into the base game for core factions [/]- UAZ Van (updated) for the Insurgents [/]- Matchless motorcycle in the new Scout Vehicle class [/]- US Army motorcycle in the new Scout Vehicle class [/]- Updated Willys Jeep (WW2 and Vietnam soft top) [/]- Updated Rolling Stone M35 cargo truck[/]
Helicopters
- Mi-8 PKM door gun[/]- UH-60 Blackhawk turret mount[/]- UH-1 Huey M60D door gun[/]- Passenger Mi-8 variant [/]- Mi-8 without NVG for the NVA [/]- Mi-4 attack helicopter with a hull gunner seat [/]- Mi-4 attack helicopter with an ATGM co-pilot seat [/*]
[/hr]
New Base Constructibles
Construction & Tools
- Unified construction tool replacing the per-faction tools [/]- Faction-specific ammo crates for every faction [/]- Separate USMC ammo crate[/]- Separate NVA ammo crate[/]- Deployable ammo box for Rifleman kit, which replaces the "held" ammo bag. [/]- WW2 ammo crate variant for the WW1 factions [/]- WW2 ammo crate variant for the WW2 factions [/]- WW2 ammo crate variant for the NVA [/]- WW2 ammo crate variant for the Somali faction [/]- Engineer kit for every faction, with era-specific emplacements [/]- New FOB and outpost placement previews [/]- Sandbags, Hescos, and ammo crates that failed to appear now show up for US, US Cold War, and US PMC [/]
Repair & Resupply
- Vehicle repair station (Desert) [/]- Vehicle repair station (Forest) [/]- Vehicle repair station (WW2 GER) [/]- Vehicle repair station (WW2 US) [/]- Helipad repair station[/]- Buildable repair station for Engineers [/]- Resupply area shaped as a box [/]- Supply refill containers on Korengal Valley [/]- Supply nodes at main bases [/*]
Emplacements
- M2 Browning tripod[/]- DShK tripod with heavy shield [/]- M1917 Browning[/]- MG08[/]- TOW launcher [/]- Kornet ATGM launcher [/]- M2 mortar[/]- M224 mortar[/]- 2B41 mortar[/]- GRW34 mortar for the Overlord German factions [/]- PaK 38 AT gun [/]- QF 6-pounder AT gun [/]- QF18 field gun [/]- FK96 field gun [/]- SPG-9 for the Insurgents [/]- SPG-9 for the Somali faction [/]- Emplacements are built with the construction tool [/]- Emplacements consume ammo [/]- Emplacements can be dug down [/*]
Logistics & Supply
- Vehicles now carry supply points [/]- Radial menus load supplies [/]- Radial menus unload supplies [/]- Radial menus show how many supply points are nearby [/]- Every build piece has a supply cost [/]- Changing kits consumes ammo supply [/]- Resupplying from crates consumes ammo supply [/]- Construction tool has dynamic cooldowns [/]- Construction tool has ammo for mines [/]- Construction tool has ammo for other consumable pieces [/]- Outpost build limits are now dynamic [/*]
Placement Rules
- Squad Leaders can't place outposts inside a capture point radius by default [/]- Minimum team size to place a FOB dropped from 0 to 1 [/]- FOBs are overrun by 1 nearby enemy instead of 2 [/]- FOB overrun distance reduced from 4000 to 2000 [/]- WW2 and Vietnam FOBs use the standard rectangular shape [/]- Outposts show their faction name, such as "USA OUTPOST" [/]- WW1 trench ladders on Saint Quentin [/*]
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New Features
Server Owners & Admins
- Server rulesets by command line (-Rulesets=) [/]- Server rulesets by URL (?Rulesets=) [/]- Server rulesets by AdditionalRulesets in Game.ini, global or per gamemode [/]- Rulesets can be named without BP or ruleset prefixes [/]- Rulesets support config variables from Game.ini [/]- Rulesets panel is now available in Instant Action [/]- Third-person ruleset[/]- Team-change cooldown of 2 minutes [/]- Team join tooltip explaining why a team can't be joined [/]- Reworked team autobalance with more config options [/]- Auto-swap teams each map (bAutoSwapTeamsOnMapChange) [/]- Human-team ratio from 0 to 100 (AutoAssignHumanTeam) [/]- Human-team ratio by URL (?AutoAssignHuman=) [/]- Explicit OPFOR bot count (HD.Game.OpforNumBots) [/]- Explicit BLUFOR bot count (HD.Game.BluforNumBots) [/]- Flag spawn override (HD.CP.DisableFlagSpawnsOverride) [/]- Force flag team override (HD.CP.ForceFlagTeamOverride) [/]- Hide enemy flags override (HD.CP.HideEnemyFlagsOverride) [/]- URL options for flag spawns, forced flag team, and hidden enemy flags [/]- Mercy Bleed can be disabled for one team [/]- Smaller-population capture scaling (HD.CP.SmallerPlayerCountScaleRatio, default 0.6) [/]- Staging phase before a match [/]- Staging timer on the HUD [/]- Staging settings (Game.EnableStaging, Game.StagingTime) [/]- Staging URL options (?EnableStaging=, ?StagingTime=) [/]- Bot-free server option (?DisableBotNav=) [/]- Message of the Day with rich-text formats [/]- Info button in the deploy menu for the MOTD [/]- Server name on the scoreboard [/]- [b]AdminSay[/b] announcement command [/]- Vote-kick reason for friendly fire [/]- Lighting layers selectable per map by URL [/]- Lighting layers selectable per map in Instant Action [/*]
Radial Menu
- Radial menu interaction for items, vehicles, and ammo crates [/]- Vehicle enter and exit with a delay [/]- Seat-change radial [/]- Weapon attachment actions [/]- NVG toggle [/]- Drop kit [/]- Rearm [/]- Mag packing [/]- Observation markers [/]- Vehicle claiming [/]- "Join My Squad" command [/]- "Wait Up" command [/]
Campaign
- New Campaign menu tab [/]- Campaign missions can be selected and unlocked in sequence [/]- Mission briefings can be configured by campaign creators [/]- Campaign progression saves in-between sessions [/]- Campaign save games save locally [/]- Operation: Harsh Doorstop is the first official campaign, with three missions that are currently available purely for testing purposes. A more refined and complete campaign will be implemented prior to the launch of this update. [/]- Phased objectives are now available, allowing campaigns to have more complex progression for players. [/]- Non-recapturable flags have been added, which facilitates "one way" missions that are especially useful for campaign missions. [/]- Task Force Shephard faction has been added, in preparation for the Operation: Harsh Doorstop campaign set during a fictional "Cold War" escalation in the middle east. [/]- Store menu tab has been added, which allows players to view a variety of purchase-able items. This includes physical merchandise, campaign DLC, World War DLC, and unit patches available for purchase. All purchases support ongoing development of Operation: Harsh Doorstop. [/]- World War menu tab has been added, in preparation for the official World War mode which will be released in an update following this one. [/*]
Platoons & Kits
- A "platoon" system has now been added, which allows players to create and join squads that are members of different specialized platoons. Each platoon has specific equipment and abilities available to squads within it, including the ability to pilot or crew restricted vehicles.[/]- Infantry platoon[/]- Airborne platoon[/]- Armored platoon[/]- Engineer kit category [/]- Pilot kit category [/]- Crewman kit category [/]- Commander kit category [/]- Training Grounds kit category [/]- Kit group restrictions [/]- Bots join the lowest-sorted platoon first [/]- Platoon-specific sort order [/]
Vehicle Systems
- We have now implemented a claiming system for vehicles, which allows members of squads to claim and lock vehicles.[/]- Vehicle claiming by squad [/]- Vehicle locking for the owning Squad Leader [/]- Claim rules per vehicle category [/]- Claim platoon whitelists [/]- Radial claim button [/]- Default of 4 vehicles per squad [/]- Default claim squad size of 1 [/]- Vehicle relocation with a hologram preview [/]- Relocation distance is configurable [/]- Relocation cooldown is configurable [/]- Vehicle resupply and healing at stations [/]- Gunner viewports[/]- Commander viewports[/]- Driver viewports[/]- Turret stabilization[/]- Free look in exposed turrets [/]- Turret ADS[/]- NVG vision in modern turrets [/]- Thermal vision in modern turrets [/]- Light Armored class so .50 cal can damage light armor [/]- Heavy Armored class [/]- Barrel recoil animations on tanks [/]- Turret hitboxes that rotate with the turret [/]- Player damage immunity per seat [/]- Mortar viewport with range mils [/]- Rangefinders reach 5km [/*]
Player & Movement
- Underwater swimming[/]- Drowning when stamina runs out [/]- Helicopters explode on water contact [/]- First-person legs[/]- Full-body seated animations [/]- Free look (Left Alt) [/]- Steady-aim zoom or "Holding Breath" which utilizes the sprint key while stationary and aiming [/]- 3P NVG goggles visible on characters [/]- NVG for Specialist kits [/]- NVG for modern vehicle drivers and pilots [/]- A separate Minimap on M is now available for players that wish to view the map without opening up the entire deploy menu[/]- Map grids, letters, and numbers are now created dynamically which no longer requires map creators to bake them into map images [/]- Deploy menu moved to Enter[/]- Radio effect on squad voice chat [/]- Radio effect on command voice chat [/*]
Squad & Team
- Squad Leaders can promote a player to be the new squad leader [/]- Squad Leaders can place observation markers[/]- "Join My Squad" now works on bots, allowing players to recruit them into their squad [/]- Team kill notification[/]- Downed players no longer count toward capturing a point [/]- Downed players no longer count toward defending a point [/]- Minimum players to capture rose from 3 to 5 [/]- Scaled-down capture requirement is on by default in low-population matches [/]
HUD Options
- Show or hide the HUD[/]- Show or hide the capture overview[/]- Show or hide name tags[/]- Show or hide the squad list[/]- Show or hide 3D capture markers[/*]
Weather & Ballistics
- Rain effects on Saint Quentin [/]- Rain effects on Vietnam huts [/]- Soft bullet penetration[/]- Shotgun pellet ballistics[/]
Bots & AI
- Bots crouch behind cover [/]- Bots go prone when suppressed or wounded [/]- Machine gunners fire for suppressive effect [/]- Rifle bots fire in bursts [/]- Sniper bots aim their shots [/]- Launcher users prioritize enemy vehicles [/]- Bots won't fire through friendlies [/]- Bots reload while in cover [/]- Combat range increased [/]- Improved AI vehicle driving [/]- AI vehicle reverse recovery [/]- AI vehicles avoid fording [/]- AI vehicle gunners retaliate when attacked [/]- Bots sprint to formation [/]- Player-led AI squads keep formation [/]- AI crews wait 15 seconds before driving [/]- AI medics revive downed players [/]- AI medics self-heal [/]
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Maps & Missions
New Maps
- Korengal Valley is now an official map [/]- Argonne Forest 2.0 is currently being developed and is available for testing, and will likely be renamed prior to the release [/]
Jaziira
- Fixed misplaced spawn points [/]- New route [/]- Aircraft carrier spawn [/]- Main-base supply nodes [/]- Neutral flag on route 2 [/]- Underwater volumes [/]
Khafji
- Added flags near the neutral start [/]- Repair and rearm stations [/]- Helipads [/]- Bot-nav fixes [/]- Underwater volumes [/]- Minimap with a lettered grid [/]
Omaha Beach
- Doubled Blufor tickets [/]- New dawn lighting [/]- New water [/]- New roads [/]- New seawall flag setup [/]- Longer German spawn at the main base [/]- Underwater volumes [/]- Repair stations [/]
Saint Quentin
- Fixed neutral flags [/]- Added ladders in the trenches [/]- Rain [/]- Repair centers [/]- Landscape and foliage work [/*]
Carentan
- Reorganized flags to a single neutral flag [/]- Extra vehicle spawns [/]- Repair stations [/]- Underwater volumes [/]
Tan Binh
- Reorganized flags to a single neutral flag [/]- New "crossings" flag [/]- Extra vehicle spawns [/]- Repair stations [/]- Helipads [/]- Supply nodes at the main bases [/]- Smoothed river beds [/]- Rain overcast lighting [/]
Risala
- Pre-capture states [/]- Better spawn point placement [/]- Night lighting layer [/]- Repair stations [/]
Al Dhakir
- Fixed floating foliage [/]- Repair stations [/]- Underwater volumes [/*]
Lam Dong
- Corrected water collision [/]- Underwater swimming volumes [/]
Training Grounds
- Updated Vehicle Range [/]- Updated Urban Complex [/]- Updated Target Range [/]- New minimaps [/]
Environment Art
- House Ruins pack [/]- 5 new WW2 townhouses [/]- Cathedral [/*]
Campaign Missions
- Three Operation: Harsh Doorstop missions [/]- First mission rebuilt around phased objectives [/]
Menu Backgrounds
- Gothic Serpent main menu background [/]- Hyrcania main menu background [/]
All Maps
- Friendlier lighting layer names [/]- Heli and main-base repair stations [/]- Main-base resupply area [/]- Neutral non-base flags [/]- Argonne AAS layer removed from Instant Action [/]- Monte Cassino AAS layer removed from Instant Action [/]- Lam Dong AAS layer removed from Instant Action [/*]
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Factions & Kits
New Roles
- Auto Rifleman across Cold War factions [/]- Auto Rifleman across modern factions [/]- Crewman kits [/]- Pilot kits [/]- Engineer kits [/]- Armored platoon kits [/]- Airborne platoon kits [/*]
Faction Rebrands
- Cold War Desert RU is now USSR[/]- Cold War Forest RU is now Russian Federation[/]- New team-select flag for USSR [/]- New team-select flag for Russian Federation [/]- New FOB flag for USSR [/*]
Kit Restrictions
- Fire support kits need 2 squad members [/]- Fire support kits have a team cap of 4 [/]- PMC West 50 cal Marksman kits cap at 3 per team [/]- PMC East 50 cal Marksman kits cap at 3 per team [/]
Rolling Stone
- Reworked NVA character models [/]- Reworked USMC character models [/]- New Grenadier alternate kit for the USMC [/]- New Grenadier alternate kit for the NVA [/]- BAR in the USMC alternate Grenadier kit [/]- Remington 870 in the USMC Grenadier kit [/]- Type 56 SKS in the NVA Light AT Rifleman kit [/*]
Operation: Michael
- Assault kit renamed "Trench Raider" [/]- Trench Raider gets more frag grenades [/]- AEF AT Rifleman became a Grenadier [/]- Michael German anti-tank kits allow 2 per squad [/]- Michael US anti-tank kits allow 2 per squad [/]- AEF has a new tunic [/]
Hyrcania
- US Army Specialist uses a suppressed MK18 [/]- RU Marines Riflemen get rucksacks [/]- RU Marines Medics get rucksacks [/]- Alternate Medic kit [/]- New Crewman kits [/]- New Pilot kits [/]- The old Hyrcania US Army faction was removed [/*]
Insurgents & Somalis
- Insurgent Auto Rifleman kit [/]- Insurgent Grenadier primary [/]- Insurgent Specialist pistol [/*]
Operation: Overlord
- Standardized US Ranger kits [/]- Standardized US Para kits [/]- New tanker helmets for US crews [/*]
Training Grounds
- Kits regrouped under the Training Grounds category [/*]
Kit Icons
- New universal class icons [/]- New platoon category icons [/]
[/hr]
Visual & Audio Polish
Characters
- Reworked Hyrcania US character meshes and textures [/]- Reworked Hyrcania RU character meshes and textures [/]- Reworked Rolling Stone character meshes and textures [/]- Reworked Operation: Michael character meshes and textures [/]- Reworked Gothic Serpent character meshes and textures [/]- New 1P arms [/]- New 1P torsos [/*]
Weapons
- New M3 MAAWS animations [/]- New Panzerfaust animations [/]- New M7 AT rifle grenade animations [/]- New Mauser Tank Gewehr 1918 animations [/]- New DShK animations [/]- New M2 Browning animations [/]- New knife animations [/]- Updated textures and sights on many weapons [/]
Effects
- New bullet impact effects for every surface [/]- New rocket impact effects for every surface [/]- New muzzle flashes [/]- New smoke grenade effects [/]- New backblast effects [/]- New rocket trail effects [/]- New vehicle explosion effects [/]- New wreck-fire effects [/]- New blood decals [/]- New blood splatter [/]- New rotor dust kick-up on ground [/]- New rotor dust kick-up on water [/]- New water materials with presets [/*]
Audio
- New engine sounds [/]- New tank cannon sounds [/]- New autocannon sounds [/]- New explosion sounds [/]- New grenade sounds [/]- New helicopter sounds [/]- New bullet flyby sounds [/]- New bullet impact sounds [/]- New weapon reload cues [/]- New weapon equip cues [/]- Ambient sound packs on Korengal Valley [/]- Ambient sound packs on Tan Binh [/]
HUD & UI
- Name tags are less intrusive [/]- Capture overview is less intrusive [/]- Weapon status is less intrusive [/]- White HUD text has an outline for bright skies [/]- Objective distance meter reads up to 500m instead of 200m [/]- New "wounded" minimap icon [/]- New vehicle icons [/]- New splash image [/]- New loading screen banners [/]- Ultra-wide deploy menu support [/]
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Bug Fixes & Improvements
Crashes & Stability
- Fixed a crash on map load with Explicit-mode vehicle spawners [/]- Fixed a late-join crash from radial damage with no hit results [/]- Fixed crashes when bots were removed while in vehicles [/]- Fixed multiplayer errors under heavy packet loss [/]- Fixed errors when reloading an empty weapon [/]- Fixed the Deploy Menu opening before play began [/]- Fixed two copies of the Deploy Menu appearing on screen [/*]
Vehicles
- Fixed vehicle map markers disappearing when a vehicle was over 1 km away [/]- Fixed instantaneous vehicle entry that skipped the radial delay [/]- Fixed players sitting in the wrong position in some vehicle seats [/]- Fixed players ejected onto the roof of the HummAce [/]- Fixed players exiting onto the hull of the BTR-82 [/]- Fixed players exiting onto the hull of the LAV-6 [/]- Fixed players exiting onto the MarkC [/]- Fixed steering wheel animations on the IMV Tigr [/]- Fixed steering wheel animations on the MRAP Catamount [/]- Fixed steering wheel animations on the WW1 Liberty truck [/]- Fixed vehicles exploding after a long stationary stay [/]- Fixed vehicle recycling next to FOBs [/]- Fixed turret sounds playing after leaving a seat [/]- Fixed vehicles pushed or glitched by players [/]- Reduced vehicle interaction delay from 3.0s to 1.3s, then to 1.0s [/]- Improved handling and tipping on the M3A1 Halftrack [/]- Improved handling and tipping on the M113 [/]- Improved handling and tipping on the M551 Sheridan [/]- Improved handling and tipping on the BRDM-2 [/]- Improved handling and tipping on the M117 Guardian [/]- Improved handling and tipping on the Sd.Kfz 251 [/]- Armored transports now resist small arms [/]- Rebalanced tank health and damage [/]- Rebalanced WW1 vehicle health and damage [/]- Rebalanced WW2 vehicle health and damage [/]- Wrecks last 300 seconds instead of 900 [/]- Seated drivers' lateral head movement is visible to other players [/*]
Combat & Weapons
- Weapons can no longer clip a muzzle through walls and fire from the other side [/]- Fixed ADS getting stuck on frame-time spikes [/]- Fixed smoke appearing over scope optics [/]- Fixed lasers visible when they shouldn't be [/]- Fixed ammo tray display for single-load weapons [/]- Fixed ammo tray display for revolvers [/]- Fixed ammo tray display for rocket launchers [/]- Fixed ammo tray flicker [/]- Fixed missing sounds on the M60 reload [/]- Fixed a globally audible DShK reload sound [/]- Rebalanced machine gun recoil [/]- Rebalanced machine gun ammo and magazine counts [/]- Rebalanced bolt-action rifle damage for consistent time-to-kill [/]- Reduced SA58 recoil [/]- Raised 1897 Trench Gun damage [/]- Fixed binoculars not raising to eye level [/]- Fixed ironsight alignment on the UZI [/]- Fixed ironsight alignment on the SVD [/]- Fixed ironsight alignment on the AUG A1 [/]- Fixed ironsight alignment on the MP5K [/]- Fixed ironsight alignment on the TT-33 [/*]
UI, HUD & Multiplayer
- Fixed objective lettering desyncs in multiplayer [/]- Fixed squad list bugs [/]- Fixed player tag bugs [/]- Fixed name display bugs [/]- Fixed keybinds resetting after a settings upgrade [/]- Fixed scope distortion on nameplates [/]- Fixed stamina draining too fast in single player [/]- Fixed fire mode and weapon-status UI bugs [/]- Fixed flag textures [/]- Fixed spawn visibility [/]- Fixed capture status widgets [/]- Fixed High-DPI scaling on 4K at 150% [/]- Fixed the deploy button being usable away from the main base during staging [/*]
Bots & AI
- Fixed AI revival bugs [/]- Fixed units vanishing after a second death [/]- Fixed bots not spawning on Khafji route 1 [/]- Fixed squad leaders stalling while waiting for members [/]- Added a 30-second squad leader timeout [/]- Fixed AI recoil values not restoring after dying with a dropped kit [/]- Fixed vehicle AI getting stuck [/]- Fixed vehicle AI drifting [/]- Fixed vehicle AI aiming short [/*]
Maps & World
- Fixed spawn points under terrain or floating on Jaziira [/]- Fixed spawn points under terrain on Argonne [/]- Fixed climbable roof geometry on Carentan ("Uphams House") [/]- Fixed bot nav issues on Khafji [/]- Fixed bot nav issues on Tan Binh [/]- Fixed bot nav issues on Korengal Valley [/]- Fixed vehicle ford issues on Khafji [/]- Fixed floating foliage on Al Dhakir [/]- Fixed auto-exposure on Jaziira [/]- Fixed barbed wire collisions for projectiles [/]- Fixed barbed wire collisions for vehicles [/]- Fixed foliage collisions for projectiles [/]- Fixed foliage collisions for vehicles [/]- Fixed water collision on Lam Dong [/]
Other Improvements
- Added 3D-marker options for capture points [/*]
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For Creators & Modders
Weapons
- Creators can set laser distance per weapon [/]- Creators can set flashlight distance per weapon [/]
Maps & Mission Design
- Vehicle repair station for map makers [/]- Designers can mark flags non-recapturable for Blue [/]- Designers can mark flags non-recapturable for Red [/]- Designers can mark flags non-recapturable for both teams [/]- Protection volumes can kill players outside the volume [/]- Protection volumes can disable invulnerability and keep the kill zone [/]
Base Building
- Build pieces can be set to need no support, allowing them to be built without a FOB nearby [/]- Build pieces can be set to not support other pieces [/]
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Miscellaneous
- AI can now form up to 999 squads, increased from a previously hard-coded limit of 9 [/]- Blocked non-web URLs in LaunchURL[/]- New cheaper distant water material [/]- Added VOIP diagnostic tools for server owners [/]
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