- Update v1.02:
- New Features
- Updated the Factions Flags to emphasise they are interactable.
- Reduced load times for missions
- Mission Changes
- Worth noting - If a mission that has been updated is mid-play you will continue saves with the old layout until it is selected from the campaign map or restarted.
- Getaway - Adjusted enemy start positions, bringing reinforcement positions closer to player start position
- Codebreakers - Reduced starting enemy presence
- Rapid Raiders - Changed a Sapper to a Rifleman and made the patrol path near the field radio more forgiving.
- Killing Place - Reduced subclass difficulty of enemies
- Liquidate Agent 15 - Reduced reinforcement intensity
- The Haunted Marsh - Adjusted enemy reinforcement positions, reduced subclass difficulty, added medkits and brought player start position closer to MG nests, reducing overall number of enemies
- Assassin's Deed - Reduced enemy start count. reduced enemy spawn intensity
- Breakout - Reduced subclass difficulty of starting units & reinforcements
- Operation Goldfinch - Adjusted Armoured Car position, increased enemy subclass difficulty, adjusted patrol of key carrier, and brought enemies closer to combat area
- Lancet - Changed mission type to an ambush mission, reinforcement timer is visible from mission start, adjusted reinforcement position, mission doesn't abruptly end if the player kills all enemies on the map before reinforcements arrive.
- Guns at Saint Amar - Adjusted enemy reinforcement position, adjusted enemy squad groupings, increased intensity of infinite reinforcements slightly
- The Trenchworks - Adjusted enemy spawn positions
- Slay Le Voirloup - Adjusted aggressiveness of enemy units
- Vengeance - Increased enemy reinforcement intensity, added additional starting enemy
- Elite Difficulty Rebalance
- Injuries at Elite Level
- Cap on injuries to morale lowered from 65% to 50%
- Cap on injuries to AP lowered from 8 to 6 AP
- Loss of Health per physical injury increased from 20% to 25%
- Loss of Morale per physical injury increased from 15% to 20%
- Loss of AP per point of fatigue increased from 1 to 2 AP
- Campaign Balance
- Reduced victory threshold for Stalemate to 67%.
- Weapon Balance
- Nerfed proc chances for Stun, Disorient and Expose
- Reduced morale damage output for bolt-action rifles, semi-auto rifles, and M30 Drilling
- Nerfed damage output for M30 Drilling by 1
- Reduced morale damage output for melee weapons
- Nerfed Mk 2 grenade blast damage by 1
- Nerfed Grenade morale damage output for frag radius
- Enemy Balance
- Heer, Fallschirmjager, Gestapo base accuracy buffed
- Morale curves reprofiled - steeper increase in early game and flatter in late game
- Heavy class base morale buffed
- Heer Heavy base health buffed
- Snipers gain 1 Armour
- Changed the class of the informer in mission 'Liquidate Agent 15' to Officer
- Bug Fixes
- Fixed an issue where Shooting Action Cameras would sometimes play in front of another object which obstructed most of the camera's view.
- Fixed an issue where the incorrect mission day cost could be listed on the “Operation Lamprey†Mission Briefing screen.
- Fixed an issue where the Primary Objective on “Recce Birds†would not complete as intended.
- Fixed an issue where hovering over a Contextual Action Pop-up and pressing Resume/Quicksave would then incorrectly cause allies to move.
- Fixed an issue where Shooting Action Cameras on Tiger Trap cut to a grey screen at the start & end of Action Cameras
- Fixed an issue where characters could freeze after picking up documents or after an allies attack.
- Fixed a button binding icon for the Enemy Focus button which would display as a Debug String when using some keyboard layouts.
- Fixed an issue where Melee Action Camera would often be obstructed by Fadable objects.
- Fixed an issue where enemy AI reinforcements would sometimes timeout causing them to stop acting in missions.
- Fixed an issue where cycling the Toggle region UI with a gamepad on a region that had nothing on it could trigger a crash.
- Fixed an issue where performing a quickload and selecting a QTE at the same time could trigger a crash.
- Fixed an issue where restarting the mission just after throwing a grenade could trigger a crash.
- Fixed a softlocks that could occur when reinforcements with Elite Scout spawned on “Operation Pall Mallâ€.
- Fixed an issue where using an MG Nest whilst a demolition cutscene played caused the HUD to disappear which would then lead to a crash.
- Fixed an issue where the "Spawn Ally" function wouldn’t work as intended in the Mission Creator
- Fixed an issue where the player would incorrectly receive a 10% higher experience reward from each mission after 26 or less days to D-day.
- Fixed an issue where an enemy could be killed with melee from a distance when the new enemy type pop-up was triggered.
- Fixed an issue where the Demolition would not trigger if the Blast Door cutscene was triggered at the same time causing a blocker on “The U-Boat†& “Danger Closeâ€.
- Fixed an issue where at certain zoom levels, allied units would turn invisible beside and above the bunker on the “Codebreakersâ€
- Fixed an issue where if the Third Wave & Gestapo spawned at the same time, a secondary objective could not be completed on “The Callâ€.
- Fixed an issue where saving & loading after planting the demolition charges caused the demolition radius to disappear on “The U-Boat†& “Danger Closeâ€.
- Fixed an issue where Enemy Tokens on the Campaign Map would have no intention displayed.
- Fixed an issue where lines from Overwatch would still be visible under units after coming out of Overwatch.
- Fixed an issue where enemy AI would use Overwatch into a hedge on “Slay Le Voirloupâ€.
- Fixed an issue where the enemy officer could get stuck in Patrol after being alerted when noticing Luke is missing on “Breakoutâ€.
- Fixed an issue where units would not rotate towards the path chosen by the player after vaulting from the crouch state.
- Fixed an issue where it was not possible to spawn some characters "On Start" as they lacked a preset team setup in the Mission Creator.
- Fixed an issue where the Camera Start Position value was not saved in the Mission Creator.
- Fixed an issue where the Extraction zone would move when save & loading on any user-created mission featuring multiple Extraction Area assets.
- Fixed an issue where selecting the "Enemy focus" option whilst the player was hovering over no units removes would then remove the players ability to select units.
- Fixed an issue where selecting cancel on a QTE whilst the unit was vaulting would not stop the unit from completing the action.
- Fixed an issue where multiple resolutions would not be applied after resolution was set to 1280x720.
- Fixed an issue where two different versions of the Status Effect “Stunned†were being used for Abilities & Weapon Procs
- Fixed an issue where the preview models of some assets would appear scaled when changing the asset's position in the Mission Creator.
- Fixed an issue where multiple placed destructible vehicle assets would be affected by gravity after launching the mission in the Mission Creator.
- Fixed an issue where rescuing a character that was inside of an enemy vision cone wouldn’t alert enemies
- Fixed a typo in the "Starting the mission with too many units in the Roster" pop-up in the Mission Creator.
- Fixed an issue where enemy units would not react to Suspicious Noise upon placing a demolition charge on an Armoured Car on “Greyhoundsâ€.
- Fixed an issue where characters in the Bound pose would sometimes hold a Primary Weapon.
- Fixed an issue where the graphics settings were not saved after restarting the title if the player saved them by exiting the menu.
- Fixed an issue where the Break/Suppress target text was not shown correctly on the Attack Info Panel if the attacker was Suppressed.
- Fixed an issue where a delay would occur before a Spec Ops mission begins loading after selecting "Launch mission.
- Fixed an issue where loading a Campaign Map save from a mission would cause placeholder assets to appear.
- Fixed an issue where swapping between 2 shooting actions whilst aiming would cause the character to stop using the aiming animation.
- Fixed an issue where units would enter the Full Cover animation in the wrong direction after shooting an enemy behind them.
- Fixed a discrepancy between the secondary objectives shown on the mission briefing screen and mission reward screen on “Getawayâ€.
- Fixed an issue where the Dilemma ‘Directorate 5’ would not award an outcome.
- Fixed an issue where Luke Anson would face the wrong direction in cover depending on the direction the character entered the cover from on “Breakoutâ€.
- Fixed an issue where loading a save with Dilemma open would allow the player to enter a mission with the entire team selected.
- Fixed an issue where the Taunt skill would not work as expected.
- Fixed an issue where firing at/killing an enemy would trigger too many Voice Lines.
- Fixed an issue where a single enemy would be displayed as a Target multiple times on the Target List.
- Fixed an issue where the armoured car icon would appear twice on the Target List.
- Fixed an issue where line of sight was not obstructed with the roof of the train carriage on Operation Mailman.
- Fixed an issue where unequipping a unique knife off of a character incorrectly gave them the "Boot Knife" instead of the “Trench Knifeâ€.
- Fixed an issue where swapping unique outfit pieces from one unit to another caused the unit to where an outfit piece not tied to their default gear pool
- Fixed an issue where selecting a cell to move just before an MG Nest was fired caused the unit to get stuck on the MG.
- Fixed an issue where using an MG Nest whilst it was faded could lead to a crash/exception.
- Fixed an issue where ending the turn just after alerting enemies would make some of them time out.
- Fixed an issue where the Health & Morale bar would disappear too quickly after a unit died.
- Fixed an issue where a delay before the Move Grid/Actions were refreshed when swapping between units.
- Update v1.01:
- Fixes
- User-created mission saves can now be loaded without triggering a DLC missing error.
- Enemy units will no longer instantly disappear on death and will now fade out over a few seconds if the new “Corpse Visibility†setting is off.
- New Features
- Added new “Corpse Visibility†game option in the settings menu to keep corpses visible and prevent the fading out on death if enabled. Note: Enemies will not react to corpses if “Corpse Visibility†is set to ON.