## What changed
- **Soviet 6Kh4 bayonet** — reduced range by approximately 50% to match other bayonets
- **Camo netting on Gull Island** — no longer obstructs bunker entrance in HQC Arland
- **Remove casualty action** — now properly removes bodies from vehicles
- **Engine governor on wheeled vehicles** — removed to prevent stalling on slopes
- **Handbrake system** — replaced with brake assistance; improved stopping reliability on vehicles like the **LAV-25**
- **Gear shifting in manual mode** — reverse indicator lights now trigger correctly instead of staying stuck on Forward
- **Wheel physics** — corrected angle measurements and longitudinal force calculations
- **AI vehicle handling** — now applies brakes when shifting gears (R to N/D or D to R/N)
- **Wheeled vehicle traction** — reduced excessive lateral slipping
- **RND gear switching** — improved responsiveness in full driving assistance mode
- **Razor wire melee damage** — halved multiplier, requiring twice as many hits to destroy
## Balance
- **FIA** — enabled in Legacy Conflict scenarios on Arland and Everon; weapon cache locations added
- **Mortar and NSV parts** — removed MSAR requirement to match other factions
- **Mission customization** — added toggles to disable Random Spawnpoints, disable Random Caches, enable base spawning, and restrict spawning to bases within US/USSR coverage
## Bug Fixes
- **FIA weapon cache supplies** — can now be dragged outside the cache
- **Save loadout action** — no longer appears for factions without custom loadout support
- **Commander display** — hidden in map info when faction has commander role disabled
The Soviet 6Kh4 bayonet had about 50% more range when compared to other bayonets
Camo netting would obstruct the entrance to the bunker on Gull Island in HQC Arland
Remove casualty should now properly remove the body from the vehicle
Better switching RND gears in full driving assistance mode
Engine governor caused the wheeled vehicles to stall on slopes; removed the throttle governor
Handbrakes sometimes didn't properly stop the vehicle if brake torque was too large (e.g., in the case of LAV-25)
In manual mode, gear shifting didn't correctly cause the reverse indicator lights to be triggered (gear state was stuck in Forward)
Wheel aside and forward angles were measured incorrectly; wheel longitudinal force was not perpendicular to the contact normal
AI didn't use brakes when changing gear direction (R to N/D, or D to R/N)
Wheeled vehicles were slipping too much laterally
Enabled FIA in Legacy Conflict scenarios (Arland, Everon)
Added weapon cache locations for Legacy Conflict
Enemy AI will engage deployed FIA tents and destroy them
Replaced handbrake assistance with brake assistance, simplified gear shifting logic
Added toggle in mission header to disable Random Spawnpoints and Random Caches
Added toggle to enable spawning on bases and option to enable all bases or just ones within coverage of both the US and USSR
FIA weapon cache supplies can now be dragged outside of it
Removed MSAR requirement from mortar and NSV parts to match other factions
Save loadout action was shown for factions that did not support saving custom loadouts
Commander string in map info display will now be hidden if the faction has the commander role disabled
Wrong notification message when friendly destroys deployed FIA tent
Persistence memory leak
VME when the server is executing SCR_CampaignBuildingEditorComponent.RplSave
Added force closing of the build mode editor when no providers are set
Halved the melee damage multiplier for razor wire, making it require twice as many hits to destroy
Patch 1.7.0.30
## What changed
- **FIA RF-10 Radio** — now has two transceivers, turns on by default, and frequency is modifiable
- **US ANPRC77 Radio** — now has two transceivers
- **Locked differential** — fixed incorrect operation and engine feedback that wasn't dropping RPM fast enough
- **Vehicle engine governor** — no longer always caps RPM to redline
- **Vehicle reverse torque** — reduced excessive power
- **Fall damage from vehicles** — now properly registers
- **Player actions while dead** — characters can no longer use user actions after death
- **Turbo uphill shifting** — reverted recent changes that caused issues elsewhere
- **Custom loadouts** — disabled for randomized spawn points
- **FIA Ammunition Supply Depot** — now requires Partisan rank to construct
- **Map recon menu** — added to keybind settings
- **Binary save format** — now default for all missions
- **Respawn confirmation dialog** — added to prevent accidental suicide clicks
- **Persistence UUID generation** — internal layout changed; old save data is incompatible and will be ignored
- **Telemetry** — disabled
- **World bounds checking** — now only checks dynamic and kinematic objects
- **HDR rendering in character previews** — fixed
- **Gamepad registration** — fixed possible crash
## Bug Fixes
- **E_VehicleMaintenance_M_Conflict_USSR_01** — was not being saved
- **Damage registration crash** — fixed crash when damage registered into hit zones
- **First random spawn point** — now more randomized on server startup
- **Global supply usage** — now properly saved
- **Handwear_Base.et** — missing Persistence component added
- **
FIA RF-10 Radio now has two transceivers, is turned on by default, and the frequency can be modified
Locked differential wasn't working correctly (regression); engine feedback was too large and didn't drop the RPM fast enough (regression); improved simulation timing even further
Changes to shifting when holding turbo uphill reverted (it caused issues elsewhere)
Disabled custom loadouts for a randomized spawn point
Persistence UUID generation changed its internal layout and added new script APIs. Old save-game data is incompatible and will be ignored
E_VehicleMaintenance_M_Conflict_USSR_01 was not saved
Crash when damage was getting registered into hit zones
Added map recon menu to keybind settings
US ANPRC77 radio now has two transceivers
Vehicle engine governor shouldn't always cap the RPM to redline
Vehicles having too powerful reverse torque
Disabled telemetry
HDR rendering in character previews
Player was able to continue using user actions while the character was dead
There was no fall damage caused by vehicles
FIA Ammunition Supply Depot now requires Partisan rank to be built
First random spawn point on the server startup is now more randomized
Global supply usage was not saved
Missing Persistence component on Handwear_Base.et
GM-placed spawn points, faction affiliation, supply usage, and enabled state were not saved
GM-placed tasks were duplicated upon loading a save
Resource component with no containers did not save disabled info
AIGroups could contain cyclic save points in save data
AIGroups spawned from the SF slot did not follow waypoints
Group association on tasks was not properly restored, which led to task invisibility
Group tile buttons not being selectable & missing radio frequencies in group tile buttons
AIGroup presets without role assignment were missing when loading a save
SCR_ScenarioFrameworkLogicCounterSave did not read from base
Wrong slot save game inheritance for SF
Possible crash in the animation system related to replicated data of other players
Server crash on end-game event with ongoing SAVE process
Possible crash when handling gamepad registration
When GM would pull a character out of the water, then they would be unable to place him on the ground without first adjusting the altitude with Left Alt
Now only dynamic (f.e, vehicles) and kinematic (f.e, characters) objects are checked if they are prevented from being moved outside of world bounds
When a dynamic or kinematic object is being placed under the terrain surface, then the game will readjust its position to be at the terrain surface
Character will get deleted shortly after reconnecting to a restarted server
Added confirmation dialog to prevent accidental suicide caused by unintentionally clicking Respawn in the pause menu
Binary is now the default save game format for all missions
GamemodeStorage could not be used for System collection
AA compositions spawned by GM would be malformed, where the gun would be inside the sandbag
If a door was not in its initial state (e.g., the initial state was closed, and it has been opened), its state would be incorrect for JIP
Player characters would remain in the world after server restart, regardless of the reconnect system being enabled or not
Replicated hit zone order was wrongly sorted sometimes
Added ChimeraGame.OnBeforeWorldCleanup() event to disable any entity-destruction logic before world unload
FIA Platoon channel set to 42Mhz
Cars were unable to shift to higher gear sometimes when holding the turbo key
VME in Faction manager serializer when setup is not valid
Patch 1.7.0.24
## What changed
- **LAV turret "Chambered Ammo" component** — disabled to fix inability to shoot after reloading
- **FIA Backpack radio RF-10** — now has matching encoding with the FIA handheld R-148 radio
- **Apartment building variant** — removed clipping fridge that protruded through sink
- **Razor wire** — can now be destroyed by melee attacks with bayonet-equipped weapons
- **Razor wire durability vs explosives** — significantly reduced, making explosive destruction more viable
- **Character spawning zeroing** — fixed zeroing issues that occurred after respawn in multiplayer
- **Door animations** — eliminated duplicate initialization for join-in-progress clients
- **Door state synchronization** — corrected incorrect states for doors that weren't in initial position when clients joined mid-match
- **MHQ deployment** — fixed checks on dedicated servers, prevented enemy faction usage when occupied, and enabled re-deployment after save loads
- **Missiles** — fixed despawning when exiting top of world boundary
- **Bayonet detachment** — now properly reduces weapon damage multiplier when removed
- **FIA Deployable Tent** — added to Conflict Arsenal for 200 supplies
- **FIA Hideout** — added supply storage and vehicle resupply capability
- **Combat Ops Transmission Tower weak points** — increased hitpoints for easier destruction
- **Prebuilt FIA Arsenals** — removed from all Conflict scenarios
- **USSR arsenal on Pik Pobedy** — removed faulty placement
- **Request analytics** — disabled trace routing for failed requests
- **Grass draw distance** — reduced from 175m to 100m in Overall High graphics preset
- **Map markers** —
Disabled the "Chambered Ammo" component in the LAV's turret to enable shooting after reloading
FIA Backpack radio RF-10 didn't have the same encoding as the FIA handheld R-148 radio
A clipping fridge through a sink in one of the variants of Apartment building
It is now possible to destroy razor wire by hitting it with a weapon that has a bayonet attached to it
Razor wire barriers were very hard to destroy with explosives
Improvement for a zeroing issue after the character is spawned in multiplayer
Doors would initialize their animations twice for joined-in-progress clients
If a door was not in its initial state (e.g., the initial state was closed, and it has been opened), its state would be incorrect for join in progress
Check for deploying MHQ on dedicated servers
Enemy faction could use MHQ if the vehicle is occupied
MHQ could not be re-deployed after loading a save
Missiles were despawning when exiting the top of the world
Detaching a bayonet didn't reduce the weapon damage multiplier
FIA Deployable Tent for Conflict - added to Arsenal, costs 200 supplies
FIA Hideout now has supply space and can be resupplied from a vehicle
Added additional hitpoints for Combat Ops Transmission Tower weak points - making it easier to destroy
Prebuilt FIA Arsenals removed from all Conflict scenarios
Faulty USSR arsenal on top of Pik Pobedy removed
Disabled trace routing and analytics for failed requests
Set Grass draw distance in the Overall High graphics preset from the default 175m to 100m
Markers not being shown when the map is opened for the first time
Unloaded icons for the player's default mode in admin view
DamageEffectEvaluator is now exposed to script and moddable
Patch 1.7.0.18
## What changed
**Handbrake assistance** — now available in partial driving assistance mode, and no longer remains active after disabling full driving assistance
**Character and item previews** — no longer appear bloody in inventory and deploy screens
**Handbrake holding icon** — fixed incorrect display for automatic transmission vehicles when only handbrake assistance was enabled
**UAZ-452 transport passenger** — no longer gets stuck in A-pose when entering the vehicle
**Item stacks** — fixed position changes when elements were removed from containers
**Inventory UI icons** — corrected wrong item icons displaying in the interface
**Vicinity view stack sizes** — properly updated when picking up items with multiple stacks of the same prefab but different weight/bullet counts
**Vehicle collision particles** — no longer play excessively on collisions with tiny and small objects
**Projectiles** — fixed despawning when exiting the top of the world
**Barbed wire collider** — improved collision detection for one barbed wire object
**Ladder direction for AI** — corrected inconsistent forward direction on some ladders when operated by AI
**FIA arsenals** — now include shopping list item and grey pants
**FIA ranks** — updated rank requirements for items and vehicles; Living Quarters and Mobile Command Units now require Partisan rank instead of Sergeant
**FIA loadouts** — all now use Dirty soviet boots prefab
**FIA Weapon cache** — reworked to allow moving supplies from/to it
**Radio backpacks in HQC Conflict** — some can now be properly saved in loadouts
**Operation Omega - CoK vehicles** — fixed spawning inside DynamicDespawn areas
**Clear Obstacle command** — now has a unique radial wheel icon and map objective display
**3rd person camera zoom while driving
Enable handbrake assistance in partial driving assistance mode too
Better collider for one of the barbed wire objects
Character and item previews showed up bloody in the inventory and deploy screens
Handbrake assistance stayed turned on after disabling full driving assistance
Handbrake holding icon was showing for automatic transmission if only handbrake assistance was on
UAZ-452 transport passenger was getting stuck in A-pose when getting in
Zoom of the camera in 3rd person when driving a vehicle
Items stack would change position when its elements were removed from the container
Inventory UI sometimes showed the wrong icon for items
Vehicle collision particle effects were also being played on collision with tiny and small objects
Inconsistent ladder forward direction for some of the ladders, when operated by AI
Added shopping list item and grey pants to FIA arsenals
Stack size was incorrectly updated in the vicinity view when the player picked up an item, while there were multiple stacks of the same prefabs, but with different weight/bullet count
Projectiles despawning when exiting the top of the world
Removed another preplaced helipad service station from Villa on Kolguyev
Ranks required for items and vehicles for FIA
All FIA loadouts and arsenals now use Dirty soviet boots prefab
Reworked Weapon cache prefab for FIA to allow moving supplies from/to it
FIA Living Quarters and Mobile Command Units now require Partisan rank instead of Sergeant
Some radio backpacks were wrongly not allowed to be saved in a loadout in HQC Conflict
Operation Omega - CoK - Vehicles inside DynamicDespawn areas were not spawning
Improve item preview rendering performance
Crash when calling AnimPhysAgentPhys::SetLocalVelocity when the character is dead
The Clear Obstacle command now has a unique icon in the radial wheel and as an objective on the map
Unsafe system registration from parallel simulation
Patch 1.7.0.13
## What changed
### Balance
- **FIA faction** — added as playable faction in Conflict mode
- **NSV ammo** — added to FIA arsenal
- **Ballistic table gadget** — expanded with wind corrections, peak altitude, and angle of impact data
- **Engine redline RPM** — increased on most engines to improve uphill performance
- **Concrete debris durability** — raised response index to be less fragile during vehicle collisions
- **Repair stations and trucks** — can now provide additional force when unflipping vehicles
- **Vehicle engine shutdown** — now requires 0.5 second hold to prevent accidental shutdown
- **Armored glass damage** — reduced damage threshold and reduction now that penetration works
- **Bush traversal** — added bushes that slow player character movement
- **Dismantling** — only one player at a time can use dismantling action on compositions
- **Vehicle repair and refueling** — players can no longer repair or refuel moving vehicles
### New Content
- **Weather report window** — added new map button to open
- **Minefields** — added around Udarkin, military base near Ugoldar, Airfield, Villa, Ridge, and other areas
- **Wind-oriented flags** — added throughout map
- **Active AI Limit per faction** — added CLI parameter
- **Player death logging** — added logging of all events when a player is killed
### Bug Fixes
- **Antenna colliders** — added missing colliders
- **Enfusion Engine** — updated to new version with fixes and optimizations
- **Eye rotation during blinking** — slightly tweaked
- **Covered cargo truck passengers** — now teleport outside instead of clipping through tarp
- **Turret zeroing**
Added colliders for antenna
Added NSV ammo to FIA arsenal
Added flags that orient along the wind
Added FIA as playable faction in Conflict mode
Added minefields around Udarkin, military base near Ugoldar, Airfield, Villa, Ridge, and other areas
Added new button to map to open weather report window
Enfusion Engine updated to new version with fixes and optimizations
Slightly tweaked eye rotation during blinking
Changed passenger behavior for covered cargo trucks - passengers now teleport outside and do not clip through tarp
US AT group RTO changed from scout variant to assault variant
Raised response index of ConcreteDebris_01_base.et to be less fragile during vehicle collisions
Vehicle engine shutdown user action now requires 0.5 second hold to prevent accidental shutdown
Expanded ballistic table gadget with wind corrections, peak altitude, and angle of impact data
Increased redline RPM for most engines to improve uphill performance
Minor improvements to helicopter collective logic
Suspension travel adjusted on several vehicles
Slightly reduced physical wheel size on BRDM and BTR70 to reduce floaty tire appearance
Modified glass gamemat on vehicle windows from 4mm to 2mm
Mass of several vehicles adjusted
Fixed turret zeroing not adjusting ADS camera angle
Fixed lips skinning artifact
Fixed wheeled vehicles rolling down slopes when idle in Full Driving Assistance mode
Fixed left hand misplacement during jump with pistol