- New gamemode 'Survival'! featuring wave based combat of increasing difficulty, including boss and special 'rush' hordes
- 2 new regions/maps for the new mode "Industrial Center" and "Forest Campground", both featuring procedural elements for added variety in playthroughs
- 14 new achievements! primarily for the new survival mode
- Significant improvements to lag compensation system, so that is now operates up to ~220ms latency before delaying shots
- significant texture size/performance optimisations
- added new flame particles/textures/optimisations which should make them significantly cheaper to render
- lowered the total number of zombies to spawn in the first wave post bomb plant (casual/average only) to help with difficulty and make it more clear to new players that the initial wave is not endless
- adjusted/polished various TAR17 animations to make them more in line with the other sniper rifles
- AR4 reload animation adjustments
- polished the standing player movement animations to make them feel and look more natural
- zog leap nerf, whereby zogs can no longer leap from low-mid range with accuracy (this to help improve players ability to react to zog attacks)
- improved bots ability to back away from disciples / soldiers
- assault/sniper bots can now throw grenades during disciple fights
- disabled ability to plant the bomb while disciple is active (as this can be used to throw/grief)
- fixed an issue with occasionally detecting players in zombie spawn check
- separated horde start sound from music so players can still tell when a wave starts if they want to turn down/off music
- fixed an issue with player movement jitter/desync when late joining and taking over from a low HP bot
- fixed SG1 issue not 2 shotting soldiers in the head when silencers are equipped
- DLC icon / text now remains on weapons/attachments/cosmetics that are part of a DLC so players who own it are better aware of what items they have unlocked
- fixed collision issues with certain foliage blocking sniper shots
- worked around an issue where enemies would go to the wrong nav location if their target player was near a ledge
- fixed grenades colliding with turret/chest equipment
- fixed world muzzle attachment issue with the MG249
- fixed an AI issue with doorways where nav calculations only allowed use of one doorway if there was more than 1 into a room
- prevented players from closing doors if enemies are too near to them, to help with potential god spots by abusing door mechanics
- fixed sound attenuation on patriot/m24 reload
- adjusted moon position on night time of days
- removed potential bad/oob teleport spots on near rust belt bomb sites
- attempted to workaround a rare 'double reload' issue for clients with high latency
- fixed an out of bounds spot in CURE HQ
- translation updates