Today is the day, our first major content update is now live bringing a host of new features and improvements to the game.
Commander Abilities: Close Air Support Airstrikes (US and USSR)
Commander Abilities: New Cluster Rocket ability for USSR
Progression System: A first iteration of a progression system, allowing you to gain XP and level up.
New Map: Marshlands
New UI: Post-Death Report
Localization: Official support for German, Russian and Simplified Chinese - more languages coming later
And much more, full changelog below!
In just a couple of hours, we will be launching a free demo which includes the full game with the exception of progression available to all which will run until Monday, September 7th.
We want to showcase all the improvements and additions that has gone into the game since our early access launch, and provide the best opportunity for players to make an educated decision if they'd like to support our Early Access journey by purchasing the game.
Alongside this, we will also be running a 67% off sale for the first time ever, allowing you to get '83 at a significant discount. This offer will be valid until September 10th.
Both of these will go live at 7 PM BST / 8 PM CEST / 2 PM ET and 11 AM PT, which is approximately 4 hours after this update goes live.
TL;DR
New Map added – Marshlands. With NATO & PACT Assault Modes
Added the first iteration of a progression system – players now gain XP and level up
Update to DLSS 4.51
Commander Airstrike Ability added for both factions
Post-Death Report added
Added various RCON functions for server use
Heavy Rockets replaced by Cluster Munitions Rockets
WIP Localisation for German, Russian, Chinese (Simplified), French, Romanian and Polish
Art
Added tier-specific TextureLODGroups for 6GB, 8GB, and 12GB Windows profiles to reduce texture memory usage on lower-end GPUs while preserving quality on higher tiers
Audio
Fixed tank destruction audio not working - tank damaged burning, explosion death and post destroy burning audio all now works correctly
Adjusted reverb sends for radio requests and responses
Minor mix changes to strike mark audio. Just made it louder
Fixed some minor animation/audio sync issues highlighted by the community for the Makarov
Reverb mix updates for integration
Fixed misassigned radio response event for PACT medium rockets
Adding missing spatialisation to 3p coughing
Adjusted mix for 3p coughing and added new attenuation for coughing. Similar to player VO but just slightly shorter
Tweaked reverb sends a little for ambience beds and 3p gunshots. Also added voice limit to UI select just to stop edge case spamming (kills oldest voice)
Tank hitmarker, launchers and explosive impact on tank mix and experience improvements. Shooting these weapons and impacting a tank should now feel better
Fixed reverb support on Fulda
Fixed reverb support on Fjord
Fixed reverb support on Woodpecker
Added Fulda data assets to support new reverb setup
Added Fjord ambience data assets to support new reverb setup
Added Woodpecker data assets updated with new reverb setup
Updated all Linux soundbanks to ignore almost all content in the game - audio doesn't run on the server so it doesn't need them
Impulse responses to support functioning reverbs
Various tweaks to improve reverb
Code
Updated to DLSS 4.5: Introduces Higher DLSS Frame Generation Options and Dynamic Frame Generation to sync with your monitors refresh rate
RCON for server admins
In the response of the listPlayersJSON command, added location of players (XYZ coordinates)
Added SetEventLogMaxAge to control how long events will be kept in the log buffer
Added SetEventLogMaxSize to control the size of the event log buffer
Added more data to getGameStateJSON: "active" shows whether objectives are active or locked, and "attacking_team" shows which team is the attacker on the current map
Changed key "captures" to "objective_changes"
Added getEventLogJSON RCON command. This provides an incremental stream of events related to the server and gameplay, currently including kills, player connect/disconnect, round start/end, and teamswitch events
Added setEventLogging command to toggle server event logging on/off
Fixed not being able to fire when holding ADS and sprint at the same time while being stationary
Enabled proxy chat and made it spatialized
Fix for crash on join team
Fixed bleed ticks not stopping on death
Removes old standalone spectator HUD and integrates spectating elements (and visibility) into main gameplay hud.
Fixed a server crash when switching to spectate while waiting to spawn
Fixed switching to spectator after being on a team and waiting to spawn causing various spectate functionality to break.
Design
Added rocket cluster munitions in place of old heavy rockets. Updated the icon, the text, did a full pass on timing, spread, bomblet damage and radius. Cluster munitions are for area denial and are effective against infantry and light vehicles, but relatively ineffective against armour
Updated US heavy artillery to include one extra gun in the battery and increased the effective radius by 5m, as a way to better balance them out against the two Soviet abilities
Fall damage no longer counts as a teamkill if the player received prior damage from a teammate
New battle chatter to warn friendlies if you're in the dangerzone for arty/airstrikes
Devops
Added Marshlands to map rotation config
Added Siege variant of Fjord to the default map rotation config
Both variants of Marshlands added to map rotation config.
Added listPlayersJSON RCON command following Bifrost standard. This includes the following data types for players: player_id, player_name, team_index, side, faction, squad_id, squad, role_index, role, score, kills, deaths, teamkills, is_dead, vehicle (name, type, seat). Includes all required data types, more enrich-type to be added separately later
Updated getGameStateJSON RCON command to Bifrost standard. Added map friendly name and game mode to response. Added round start UTC timestamps. Added server version and tickrate to response. Added team index and objectives held under team data. Moved code calculating number of objectives held into a separate function. Added round ID consisting of ServerName_CurrentRoundNumber_RoundStartTimeUNIXTimestamp_RandomNumber.
Level Design
New Map Marshland with NATO and Pact Assault variants
Localisation
WIP versions of localisation for Chinese (Simplified), Russian, German, French, Romanian and Polish
German, Russian & Simplified Chinese 99% done
French ~75% done
Polish & Romanian are currently VERY WIP
Please note: In languages where the localization is incomplete, you will see a mixture of English and your language of choice.
UI
Post-death report appears on left of dead player’s screen
Fix to prevent local player name display on Role select screen from being either blank, or showing someone else's name
Additional UI updates for CAS abilities - icons, display name and descriptions.
Also added a new category for air support to the commander widget
Tank MG weapons now show correct icons instead of infantry weapons
Fall damage no longer displays the player's own weapon as the culprit
Deaths that display a generic icon rather than a weapon texture, now display in black instead of white for better visual consistency
Post-Death screen now activated and visually updated. Made many functionality changes in order to get it to correctly display for all deaths regardless of character situation or damage source.
Grenade launchers blunt impacts now have their own kill icon
Fixed "weapon range" HUD element failing to update when a weapon's range changes after the first few deaths of a round
Joining a team after spectating no longer loses the interact and orders UI prompts
Switching to spectate while bleeding or wounded no longer leaves the red overlay on screen
Opening and closing the map while spectating no longer permanently removes the spectator camera HUD widgets
Player level value is now replicated through the PlayerState in order to correctly display on remote clients (scoreboard, squad list)
Fixed Round End screen not appearing
Fixed a server crash when switching to spectate while waiting to spawn
Fixed switching to spectator after being on a team and waiting to spawn causing various spectate functionality to break
Removes old standalone spectator HUD and integrates spectating elements (and visibility) into main gameplay hud.
Weapons
SVD no longer has a mismatch between its aim point and accuracy between low and high detail scope modes
Fixed inconsistent bipod crouch heights
Fixed 3P character staying crouched when using the bipod with ADS while crouched