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Vietnam WarNewsUpdate 35: XM148 & Rifles, Jerrycan, Performance, Base Napalm & Reload Anim Fix
Game update

Update 35: XM148 & Rifles, Jerrycan, Performance, Base Napalm & Reload Anim Fix

Vietnam War · published 23 Nov 2025, 14:45 UTC

All newsPlayers around this dateRead on Steam

NEW CONTENT:

* XM148 NPCs added to squads and garrisons.

* XM148 M-16A1 variant added as a weapon for the player with a firing mode switch that allows you to use the underbarrel grenade launcher as well as the rifle while still carrying secondary weapon. (1 hidden in big US Da Nang base, also a chance to spawn at pre-placed Chinook, Huey and B-52 crash sites, plus at various other locations).

* XM148 underbarrel 40mm grenade launcher handling skill added; it will drastically decrease risk of jams. And when level 100 is reached in the skill, the player will gain a new skill called XM148 Mastery (+1 shell at level 1, +2 shells at level 25. Chance of rep+, etc).

* Modified M16A1 with green tape camo and NPC soldiers using it have been added.

* 30 round mag M16A1 variant added as a weapon for the player. (1 hidden in big US Da Nang base, also a chance to spawn in US armories). It will start appearing from 1967 onwards.

* Wheelchair for player added (it can be found at field hospitals). The player has a chance to find himself in a wheelchair when waking up at a field hospital; however he will exit it when ready automatically (which is tied to a short timer). Using it will cause the player to gain strength in their arms quickly.

* Fuel can added for the player (uses secondary weapon slot). Can refuel land vehicles and aircrafts (just pour some anywhere on the vehicle, realism+). Be very careful not to use any open flame near fuel spilled on the ground. It can be found at repair pads, sandbag tents, VC/NVA bases and at various civilian buildings.

* 8 new achievements added (Rocketry 101, XM148 Master, Night Hawk, Hack the Hawk, Red eyes, Fire starter, Wheels until it heals, Undercover).

PERFORMANCE:

* Performance improvements made through script optimizations.

AIRSTRIKE & ARTILLERY:

* 90% of the time; Radiomen will now be more cautious calling in napalm strikes close to friendly bases. Pilots have also been instructed to use a tangential flight path relative to base perimeter, in order to minimize friendly fire and collateral damage, including when the player calls it in.

* Radiomen can now call in artillery fire support up to 2000m from the nearest base.

GAMEPLAY ADJUSTMENTS:

* Weapon supply box with civilian clothes now provide disguise for VC/NVA player. However you can't carry a main weapon or secondary weapon while in disguise. If your cover is blown by firing or getting too close to enemies, you are allowed to pick up main and secondary weapons again.

* XP for hitting enemy aircraft with MANPADS (handheld AA launchers) reduced to half (due to missile impacting several parts of aircraft at once).

* Field hospitals have been updated.

* VC/NVA player fast travel cooldown time reduced to 25% (from 10 minutes to 7,5 minutes. Just click friendly bases on the map as VC/NVA to get the option to fast travel to them).

* VC/NVA faction now has a slower replenishment of infantry squad reinforcements (less spam of VC/NVA units).

* Player squad can no longer hit the player with bullets from very short distance, unless he is a traitor.

* NPC's and in particular the player's squad will now be more careful not walking into bonfires.

BUG FIXES:

* Fixed an issue where reloading main, secondary or sidearm weapons would cause the animation to get stuck if the player had changed or unequipped their weapon during the process. Also the player should now be able to cancel reloading any weapon, including by changing to another weapon.

* Issue where sidearms could be broken by clicking the same key it is equipped on during a reload has been fixed.

* Fixed an issue where the XM148 in grenade mode would be broken by the reload animation if the player switched to another weapon during the reload.

* Issue with firing mode (single/auto) setting getting inherited to other weapons and even doorguns based on the last setting used, should now be fixed.

* Sniper rifles will now be aimed forward before a bullet is fired when pressing LMB and not in the scoped view.

* Issue where getting weapons back after being a POW would cause double weapon model overlap, is now fixed.

* After using sniper scopes, the sensitivity should now go back to normal after you stop aiming.

* Rain coat/poncho model will now be disabled when entering land vehicles and aircraft.

* While chatting (use <enter> key) movement and enter/exit from vehicle is now disabled.

* Using binoculars while flying with a rocketstrap is now prevented.

* Some buildings where the ceiling lamp would remain floating after the house had been destroyed have been updated.

* The fire of Molotov cocktails will now cause damage throughout the duration of the flames, and set soldiers on fire as intended. Particles rotated incorrectly on Molotov cocktail fire are now fixed.

* O2 rudder rotations fixed.

* VC workshop map icon and in-world UI message are now activating as intended (and not for the US player).

* Player no longer gets a bonus for destroying propaganda posters of his own faction.

* Guard tower search light rotation has been updated, so it no longer gets stuck or jitters around.

* All hand weapon standard skills in the game should now save and load correctly (the skills have same name as the weapon).

* SA-2 radar now stopped from rotating at mach 5, and in the wrong direction.

* Player image in the top right corner of the screen should now be updated after changing your corps while in game.

Thank you beta testers!

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