Previous Changelogs

Current Changelog - these are the older ones. =Hallowes Update=

A-Line

 * Moved Deploy zone A1 closer to A1
 * Added bicycle shed between A1 and A2
 * Moved Deploy zone from A2A3 closer to the road
 * Moved Deploy zone from A4/O2 closer to Church
 * Added a small stairs to the large A4 building entrance

B-Line

 * Created new capture zone between B1 and the old B2 to facilitate the new Control Point B2
 * The old B2 is now the new B3
 * The old B3 is now the new B4
 * Slightly extended the (new) B4 capture zone to include capturing up until the first pillar of the broken bridge
 * Added an extra ford crossing between B4 and the Town
 * Switched the O2 Deploy zone and the B4O2 Deploy zone around

C-line

 * Moved C1C2 Deploy zone to the south of the line
 * Moved the C2C3 Deploy zone and added a small patch of forest in the southern wheat fields
 * Moved the C3C4 Deploy zone to the forest west of C4
 * Moved south west ruins closer to the main road and C3 Control Point has now been established here
 * The C4 Capture zone now includes the entire Iron Bridge and the old C3
 * Moved C4O1 Deploy zone to where O1 Deploy zone used to be

D-line

 * Moved D1 Deploy zone closer to D1
 * Moved D2D3 Deploy zone closer to D2

E-line

 * Moved Deploy zone E1E2 a bit to the north to create move distance to E2
 * Moved E2 North-East to get in line with E1 and E3

Objectives

 * Removed O1O2 Deploy zone
 * Moved O2 Deploy zone closer to Church
 * Created new Deploy zone for O1 west of the Police station at the pier
 * Fixed missing ceiling textures in the front police station building
 * Fixed misplacement of the Control Point icon of Church
 * Added health crates all around the map close to capture zones
 * Added a second iron stairs next to Police Station to facilitate the new Deploy zone

A-line

 * Added a bike shed with health crate between A2 and A3
 * Added more trees between A2 and A3 for cover

B-line

 * Moved B2B3 Deploy zone to the other side of road to prevent interference with C-line.
 * Shrunk B3O2 Deploy zone to only inside house to prevent defenders using spawn protection against A-line attackers.
 * Removed riverbank staircase from B3O2 Deploy zone to prevent attackers from A-line walking through the Deploy zone when flanking O2.
 * Added more trees between B2 and B3 for cover
 * Fixed stretching textures on B2 bridge
 * Fixed a floating wall between B2 and B3
 * Fixed the hovering barb wires and sandbags of B2

C-line

 * Removed a tree branch growing inside a house of C1

Objectives

 * Removed Deploy zone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2)
 * Removed blocking sandbags from O1 bridge to allow vehicles to cross the bridge and be more active in the city fight.
 * Added two health crates around O2
 * Enlarged all Accesspoint Deploy zones
 * Added some houses and walls to O1 Deploy zone, isolating the area to prevent enemies from A-line entering the Deploy zone.
 * Added some houses and walls to O2 Deploy zone, isolating the area to prevent enemies from C-line flanking through the Deploy zone on their way to O2 and preventing defender advantage on C3
 * Replaced O1 building with original Train station building.
 * Added Sandbag walls on both Iron Bridges.
 * Expanded river creating a gulf between A3B3 bridge and B3O2 Deploy zone to prevent attackers from pathing through the Deploy zone when flanking O2.
 * Fixed several exploitable gaps in the river bank walls
 * Fixed hidden ladder in the town side

A-line

 * Added some more tree cover between A1A2

C-line

 * C1 AA moved to a sandbag position
 * Added some more tree cover between C1 and C2
 * Added an E-bunker between O1 and C-line for cover
 * Rotated C-line away from D-line to prevent interference

Objectives

 * Removed Deploy zones between objectives to prevent clutter and help flanking maneuvers around objectives. (O1O2, O2O3)
 * Enlarged all Accesspoint Deploy zones
 * O3 Deploy zone moved behind O3 to prevent interference with B-line. Added some barracks
 * Removed some of the props that formerly covered O2O3 Deploy zone on the runway
 * Added 4 health crates in the open space between the objectives to help players who get wounded crossing the runways to recover
 * Added a health crate near the O1 hangar
 * Fixed a hole in the terrain near O3

B-line

 * B2B3 Deploy zone, added more cover when leaving the zone
 * B2B3, made another field boundary to give more cover moving in the fields

C-line

 * C2C3 Deploy zone slightly moved and enlarged to shorten runtime
 * Fixed the bushes going through the walls at C1

D-line

 * D1 hills decreased steepness to prevent texture stretching and get a more natural looking terrain
 * D1D2 Deploy zone moved slightly and added a road to help guide players
 * D2D3 Deploy zone moved out of the creek and up to the bank, now deploying around a small boathouse (Old Deploy zone was very steep for some vehicles to get out of)
 * D3O1 Deploy zone to the other side of the line to make room for new O1 Deploy zone. Added a chateau with additional forest, field boundaries and haystacks for cover

Objectives

 * Removed Deploy zones between objectives to prevent clutter and help flanking maneuvers around objectives (O1O2, O2O3)
 * Enlarged all Accesspoint Deploy zones
 * O1 (Airfield) Deploy zone moved into woods west of the Capture zone to prevent interference with attackers coming from the bridge
 * O3 (Church) Deploy zone, added a bomb crater to view block the path to the Church from the cabbage patches to prevent farming
 * Added some trees between O1 (Airfield) and O2 (Bridge) to provide some cover for people moving between the objectives
 * Added some trees between O1 (Airfield) and O3 (Church) partially occluding the line of sight to make the firing angle more challenging for tankers and snipers
 * O3 (Church), Added a hole in the church wall when coming from cabbage patches to give attackers coming from O2 another entry point to the Capture zone
 * Added two health crates between O2 and O3, one at old X1 and one on the mainroad by the sandbags
 * Added at least one bicycle shed to each attack line containing bicycles and health crate
 * Thinned out some of the background forest outside the gameplay area to help performance
 * Fixed missing collision on window frame in the barn of B3
 * Fixed hovering tree near the river of O2

A-line

 * Deploy zone A1 moved substantially closer to A1
 * Deploy zone A1A2 moved closer to the attack line (Now located behind ruin)
 * Deploy zone A2-A3 moved closer to the attack line (Now located on the loading platform, some cover was added)
 * Deploy zone A3-O2 moved closer to the attack line (Now located inside storage building)
 * Fixed the buried health crate around the A1A2 Deploy zone

B-line

 * Rotated entire B-line to approach the factory complex more head on, to avoid pathing through A-line and objective Deploy zones
 * Deploy zone B1 moved substantially closer to B1
 * Deploy zone B1B2 moved closer to the attack line
 * Deploy zone B2B3 moved closer to the attack line
 * Deploy zone B3O1 moved slightly (still inside the fenced off construction site)
 * 2 Bicycle sheds with health crates added to B-line
 * Fixed the hovering health crate around B2

Objectives

 * Removed Deploy zone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1O2)
 * Enlarged all Accesspoint Deploy zones
 * Moved and isolated O1 Deploy zone to avoid attackers flanking through (Now located inside a walled off storage area).
 * Moved and isolated O2 Deploy zone to avoid attackers flanking through. (Now located inside a walled off storage area).
 * Fixed 2 gaps in the Storage hall building
 * Fixed tree growing in rock A1
 * Fixed rock poking through building at A1
 * Fixed the location of all control points icon

Depot Encounter

 * Fixed invisible ground causing you to float in each corner of the fencing area

Hill Skirmish

 * Fixed getting stuck in O3 between the walls and the logs
 * Fixed large tree clipping through barn in O3
 * Fixed hovering barbwire on the western deploy zone

Forest Skirmish

 * Fixed being able to get stuck in O1 between the walls and the logs
 * Fixed ammunition crate below ground in O3

Village Skirmish

 * Fixed bush growing through crates at O2
 * Fixed missing collider on O2 house, so you are no longer able to clip through the roof
 * Fixed issue where O2 could be captured from outside the intended area

General

 * Vehicle weapons are by default usable by the team
 * Owner of a vehicle will be rewarded with xp, ribbon xp, and credits when other players use its weapons
 * New Weapon Scope Shaders and Textures; This creates a more controlled reflection and allows you to better aim with your scoped weapon, when the light comes from behind

MG-42

 * Increased recoil
 * Increased sway while standing and crouched
 * Reduced sway when prone
 * More sway in precision mode

M1/M2 Carbine

 * Harder to control while firing in precision mode
 * Starts with 6 clips instead of 10
 * Base damage reduced from 29 to 25
 * Projectile speed reduced
 * M1 Carbine starts with 6 clips instead of 10
 * M1A1 Carbine starts with 6 clips instead of 10

Bolt action rifle

 * Increased standing sway
 * Increased sway from turning
 * Increased sway from moving
 * Reduced speed into precision mode

Other

 * Once the owner of a tank is killed it no longer functions as a mobile spawn for armor squads.
 * Using melee during jump is now possible
 * Fixed soldier clipping through hull when opening in-game map in gunner position on the Hetzer
 * Fixed misplaced crosshair when weapon is in standby pose
 * Stationary AA guns now re-supply when running out of ammunition
 * Increased traction for Sdkfz 250-3 and M3A1
 * Removed the ability to spawn as a pilot in a paratrooper plane
 * Vehicles now don’t disappear when using the supply crates
 * Fixed incorrect positioning of the ammunition belt on the MG42
 * Smoke and dust-trail effects are no longer highlighted when flying through the plane propeller in fog
 * Changed mobile spawn vehicles despawn to 180 seconds instead of the 30 seconds used for other vehicles

GENERAL CHANGES

 * Added kill assists
 * Added Spectate mode while in deploy queue
 * When on foot and within 25 meters of friendly armor you will get a 25% score and xp bonus for your actions
 * Steady cam
 * Tweaked enter/exit vehicle blends
 * Made hero capsule a bit larger
 * Fixed prone and weapon blocked issues
 * Increased hero responsiveness
 * Tweaked tumble mechanic
 * Higher precision for the HUD icons that are placed in “3d”
 * Ingame map control point icons better aligned with deploy menu
 * Fix for game over warning when recapturing your own Objective
 * Fixed a bug where a squad could not be added to a neutral access point
 * Changed the game over warning and gameover localization string to better support unique messages per faction
 * Fixed a bug in the event messaging system in the action game where they would dissapear too fast
 * Tweaked Bob anims (secondary weapon movement when running and sprinting)
 * Tweaked roll animation for more smooth result
 * Tweaked enter bicycle animation to match sitting relaxed on the bike
 * Fixed an issue where the ‘nearing Drop zone’ for Paratrooper Squad Leaders was replaced with ‘Hold Q to issue orders’
 * Fixed missing animation when jumping while reloading
 * Mines can no longer be dropped when killed
 * Fixed so there’s no additional paratrooper XP granted when suiciding in mid-air
 * Fixed players being ejected from a motorcycle when multiple players spawn at the same time
 * Dead bodies no longer breathe
 * Fixed water color in certain weather conditions (it would look odd before)
 * Fixed erratic behavior of capture zone sound and icon when you enter a capture zone where two defending enemies are present
 * Removed lines being shown in the spawn menu when using a mobile spawn
 * Fixed an exploit being able to glitch below the ground when you’re on a bicycle being pushed by a different vehicle
 * Fixed an issue if you were to send your typed message too fast it would trigger the last letters function (e.g. Ejecting a plane because the last letter was an E)
 * Savior kill is now only awarded when your teammate survived
 * Player names within < > brackets are now shown correctly when killed (other issues with such kind of names are still being fixed)
 * You will no longer get transported to a coordinate below the ground if your invisible vehicle gets destroyed
 * When the defender has now lost all objectives in a 3-faction battle, they will be immediately kicked out

UI CHANGES
By default, you’re not in the global or support channel A join channel button is added which allows you to join official and unofficial channels Support and Global chat channels are now divided in the various languages
 * Badges are now draggable, and sorted by tabs
 * Chat design update
 * Total online player count added to the left top in the Heroes screen
 * Weapons has had their “upgrade positioning in the UI” tweaked, so they overlap less with other parts of the UI
 * When an Assault Team is queued for more than 1 resource, the interface now shows both queue positions (Tank crew and light armor f.x)
 * When clicking the repair button on individual weapon and vehicle upgrades, a small ‘pop-up’’ with the prices is shown instead of the maintenance window
 * Draggables now pop out of the window when clicked
 * Fixed issue with scopes showing up on weapons that couldn’t use it
 * Fixed inconsistency when purchasing ribbon levels, the upgrade vehicle window would not update with the newly unlocked upgrades
 * When a squad queues for a war battle, it now shows the town name again
 * Removed the shown confusing ‘Upgrade Window’ for hand grenades, as they can’t be upgraded

OTHER

 * The minimap shown when loading a battle no longer shows attack lines that are not present
 * Hourglass status (queue) on Assault Teams is no longer lost after re-logging
 * Hourglass status (queue) on Assault Teams is no longer lost after receiving partial re-supply
 * Hourglass status (queue) on Assault Teams is no longer lost when moving an AT in supply
 * Fixed duplicate Soviet Army Chats
 * Re-named “Surkyulya” and “Kiyskinkyulya” to “Suurkylä” and “Kiiskinkylä” on the War Map
 * Germany is defeated is now the new ending message instead of Germany have been defeated
 * Germany is losing their last accesspoint is now the new ending message instead of Germany are losing their last accesspoint
 * The “War (Elite)” filter now remains enabled when a player is being assigned to your solo Squad
 * The “War (Elite)” filter now remains available when the last player has left your Squad
 * Fixed an inconsistency between Amoeba Leaf Fall as shown in the heroes screen and the action game

=Vasilevsky Update=

Maps
Forward Airfield Iteration #2:

Church and Bridge

 * Added X1 as an optional capture point between O1 and O3 to improve flow between those two points.
 * Most O3 emergency spawns moved to two South Eastern buildings to avoid emergency spawning in the middle of the attack from C-line.
 * One O3 tank spawn moved to the other side of church, and another spawn added in order to make tank movement less predictable for the enemy.
 * Added Bomb-crater at mainstreet crossroads to provide a cover point and viewblock the path between O1 and O1 emergency spawns.
 * Added a fence at O1 emergency spawn building to provide cover and viewblock the path to O1.
 * Added ladder to O1 rooftop to improve flow.
 * Added checkpoint props to bridge centre to provide more cover on the bridge and viewblock.
 * You can no longer capture O3 from outside the church

Airfield

 * Blocked several back windows on O2 Nissen-hut to avoid HE-shelling from the airstrip.
 * Extended sandbag wall on O2 to provide further protection from the airstrip.
 * Replaced AA gun spawn at between O2 and D3 with Panzerfaust box.
 * O2: You can no longer get stuck between wooden boxes and Nissen hut

A-line

 * Extended riverbank with more vegetation and rocks to ease approaching the bridge from A-line.
 * A2 - House1E has misplaced destructable windows fixed
 * C-line
 * Terrain Raised between C1 and C2 in order to protect players leaving the access-point from shelling.

Misc

 * Put cloth dynamics flags on the tents.
 * Cut away underground water geometry for improved performance.
 * You can no longer capture B1 from outside the building
 * Fixed a set of invisible objects
 * First blood: Sandbag has been re-placed so they no longer deny gravity
 * Town: Fixed a graphics issue where the stone bridge tower would flicker between two LOD states
 * Town: You can no longer clip into DrawerDeskBurned1A by jumping up on the adjacent Carpet1C - Police Station interior
 * Generic: House7B (ruin with internal staircase) has its misplaced wooden stair elements fixed
 * Generic: House 3D_Policestation_front, window in ExtraRoom now has a coli
 * Fixed water splash effect from explosives on Airfield, Town and Mountain town map

Optimization

 * Effects Optimizations
 * All impact effects updated, to look better and run faster.
 * Impact Default material, Impact on Stone surfaces, Impact Metal surfaces, Impact on other material surfaces; Asphalt, Concrete, Dirt, Glass, Plaster, Sand, Wood

Following explosions updated, to look better and run faster.

 * Explosion size 20, 37, 50, 76 and
 * Explosion_Tank - Small, Medium & Large
 * Explosion_Vehicle - Small, Medium & Large
 * Explosion_Bazooka_AP_Armor - Default, Penetration, No Penetrations and Ricochet
 * ExplosionHandGrenade
 * ExplosionPersonelMine
 * ExplosionVehicleMine

Particle effects updated

 * Dusttrails
 * Hulldust
 * EngineSteam
 * EngineFire
 * EngineSmoke


 * Fixed stuttering explosion shadows
 * Object quality can now be set to low
 * Shooting multiple windows on Building6C, could cause an VFX overload and crash- Fixed
 * No framedrop anymore from explosions off screen
 * Optimizations for low-end computers
 * Several issues fixed in the texture streamers
 * Fixed 4 causes for long freezes

Weapons & Vehicles

 * Anti-Tank mines give less damage to vehicles if they aren't below the vehicle when detonated
 * Bolt action rifles have 25% more range
 * Panzerschreck muzzle velocity increased to 110 m/s
 * Panzerfaust armor penetration capabilities increased so they can penetrate heavy tanks when used correctly
 * Fixed weapon chambertime bug, mods chamber time effect would be ignored
 * Improved melee combat
 * Tweaked German motorbike - To make it harder to flip.
 * Spawn with spades
 * Fixed a bug that a weapon does not fire shortly after an animation is complete that prevented it from firing

Tweaked melee weapon damages

 * Knife, Shovel and Wrench attacks - impact effects on metal, default, wood and human
 * Knife animations quicker for faster attack and more precise
 * Shovel and wrench attacks more precise

Other

 * Fixed a bug with foot IK when in motion
 * Banking adjusted down a bit.
 * Weather settings update: Day (2) setting is now more sunny
 * Entering a vehicle in prone position no longer leads to exiting in prone position

Campaign Map & Assault Teams

 * AT morale, which defines the AT's motivation to fight in a battle.
 * All ATs can have morale values between 0 and 100.
 * All ATs that have low enough morale, will be knocked out when they encounter the enemy.
 * All ATs that are not involved in a battle, recover some morale every minute.
 * At the end of a battle, all ATs involved lose a certain amount of morale. This is also true for all ATs that decide to retreat from a battle.
 * At the end of a battle, all victorious ATs gain a certain amount of morale.
 * At the end of a battle, all ATs with zero resource (on either winning or losing side) will surrender (i.e. lose all morale).
 * If an AT cannot retreat (i.e. it is surrounded, or has no resources), it will surrender and lose all resources and morale.[/list]
 * Updated the war victory condition from 12 capitals to 15
 * Fixed a bug which made paratroopers grounded when attacking an occupied enemy town
 * Fixed a bug where the next production timer would show unreal values
 * Removed city Kędzierzyn-Koźle as it did not exist during second world war
 * All Capitals now have their American naming
 * Townname Braniewo renamed to Braunsberg
 * Several towns adjusted since they didn't exist in WWII
 * Several town names re-named from Polish town names to German town names as they belonged to Germany
 * Pathfinders and paratroopers now have their correct movement speed listed
 * Fixed an issue where double clicking on a Soviet Assault Team from the Assault Team list would result in unexpected behavior
 * Assault Team owner list no longer has the option to add friends who are already in your friend list
 * Upon Assault Team deployment, the hourglass icon is no longer replaced with the deploy icon if only one of the two supplies have arrived
 * Assault Teams can no longer be moved through enemy towns when commanded quickly

Soldiers & Vehicles

 * New weapon, weapon-ammo and weapon-upgrade repair windows
 * New vehicle, vehicle-ammo and vehicle-upgrade repair windows
 * Created soldier appearance window with selection of uniform variations
 * Moved Weapon shop options into Weapon Overview
 * Moved Vehicle shop options into Vehicle overview
 * Moved Vehicle upgrade shop options into Vehicle upgrade window
 * Moved Weapon variations into upgrade weapon window
 * Updated Weapon and Vehicle item slots to have new functionality and shortcuts to repair and upgrade windows
 * Default equipped items are now highlighted in blue color (ammo, uniforms and weapon variants)
 * Vehicle Armament Display and Upgrade component added
 * Soldier Loadout Display added

Weapons & Upgrades

 * Pouches for pistols aka you can now add and subtract ammo from pistols like with rifles
 * Added new ammo (United Defence Super P+) for the revolver. This is bad-ass Dirty Harry ammo that only works in the revolver
 * Increased ROF on ROF+ mods for pistols
 * Added 1 equipment point to sniper rifles to align with bolt action
 * Added 1 equipment dot to recon soldiers
 * Increased ROF on ROF+ mods for SA Rifles
 * Bolt action RoF mods buffed
 * New Revolver Hollowpoint ammo image
 * New Revolver Half Moon ammo image
 * Fixed a bug when switching soldiers, vehicle weapon and rank insignia's don't match with the images
 * The effect of S.m.K L'spur ammunition now shows in the graph, cone indicator and advantage/disadvantage list.
 * Fixed the wrong unlock requirement shown for MG34 in shop
 * Fixed inconsistent unlock requirements for Panzerschreck RPzB 54
 * Binoculars no longer count as a weapon, thus a weapon must be equipped when entering combat besides a binocular
 * FG42 now has access to the Stainless Steel Barrel modification

Combat Badges, Rank & Ribbons

 * All ribbon drivers have been adjusted
 * Added M1 Carbine to US infantry, SA ribbon level 12
 * Moved Adjustable wrench form driver ribbon level 9 to level 5
 * Moved car thief (silver) badge from driver level 3 to level 5
 * Moved car thief (gold) badge from driver level 5 to level 9

New Combat Badges:

 * Mechanic
 * Bronze: 20% Faster vehicle repair
 * Silver: 50% Faster vehicle repair
 * Gold: 100% Faster vehicle repair
 * Charismatic Leader
 * Bronze: +5% Faster morale recovery
 * Silver: +10% Faster morale recovery
 * Gold: +15% Faster morale recovery
 * Battlefield Commander
 * Bronze: +5% Morale
 * Silver: +10% Morale
 * Gold: +15% Morale
 * Logistic Expert
 * Bronze: +5% Assault Team Speed
 * Silver: +10% Assault Team Speed
 * Gold: +15% Assault Team Speed

Added 2 new ribbons

 * Battle Ribbon: Participate in WAR battles to earn experience. Highest award is given for victories.
 * War Ribbon: Participate on the winning side of a war to earn experience.
 * Description fix for Iron Fist Badge (no tank vs tank combat effect)
 * Academy Trained Pilot now correctly shows pistol unlock at rank 4 instead of the plane
 * Added unique rank insignia for German paratroopers
 * Added unique rank insignia for Soviet recons
 * All existing General characters will have their combat badges unequipped, when the Vasilevsky update rolls out

Other

 * Fixed a bug when removing a player who was ready from the Squad, it would show 'Players not ready'
 * Several Windows 10 preparations - not yet fully supported
 * Localization fix for description of BA-64B (English)
 * English description fix for N-K 6x30
 * Update German description Refill and upgrade repair costs, the text now fits.
 * Update German description 24 hrs, the text no longer overlaps
 * Corrected typo in description 20mm Panzersprenggranate 151 AP bullets, BF-109 ammunition (English)
 * Russian name for RGD-33 fixed
 * Russian localization fixed for earned experience in battle overview
 * English localization fix, description for IS-2 grammar mistake fixed
 * Improved bad word filter for characternames
 * Password Reset emails now have clickable links
 * Friend search improved, You can now search for friends with names starting with a special character
 * Mission details now allow 5 digits of resources to be shown
 * You can no longer create a squad when the action game window is open
 * Connection error shown when failing to connect to the game now shows the entire message
 * Fixed an issue where matchmaker would if started too fast ignore some hosting centers
 * Players are now no longer listed multiple times in the mission flash client chat
 * Warbonds update screen no longer has a white line on top of it
 * Ignore function now also works on existing message topics
 * Flash client no longer asks for non-existent images for locked vehicle slots
 * When un-ignoring a player, the player name now disappears from the list
 * Several matchmaker and lobby fixes
 * Anti cheat update

=Utz Update= Changelog and hotfixes listed here: http://forum.heroesandgenerals.com/viewtopic.php?f=63&t=36805

=Timoshenko Update= Changelog updates and hotfixes listed here: http://forum.heroesandgenerals.com/viewtopic.php?f=63&t=31823

Resource Pools

 * All units show up in battle and are pooled together.
 * Accesspoints have 1 resource pool per flying/non flying resource type


 * A resource pool has a point system that controllers the speed at which resources can be used
 * Delay pool starts at max
 * Defender town accesspoint gets a multiplier depending on number of accesspoints they own at match start. Multiplier on Regen and Max
 * Support Vehicle
 * Max: 1200 (3 simultaneous)
 * Cost: 400 (3 per min)
 * Regen: 20 per sec
 * Motorcycles
 * Max: 1200 (3 simultaneous)
 * Cost: 400 (3 per min)
 * Regen: 20 per sec
 * Halftracks
 * Max: 4800 (2 simultaneous)
 * Cost: 2400 (1 per 2 min)
 * Regen: 20 per sec

Squad System

 * A squad consists of a number of character slots
 * Each character slot has some required resources and some optional resources
 * There can be one vehicle spawn per character slot
 * A squad is attached to one accesspoint
 * All resources are drawn from the squads assigned accesspoint
 * At mission start only one of each type of squad per accesspoint will be sent to the action game, new ones will be requested as they fill up
 * The action server requests a new squad of the same type from the war server every time there are no more free slots. This is done per accesspoint


 * Mobile spawn
 * If a member of your squad currently “owns” a valid mobile spawn vehicle then it can be chosen in the spawn menu
 * The mobile spawn vehicles are:
 * All accesspoint players
 * Tanks
 * Squad members
 * Transport planes
 * Halftracks can be used by all accesspoint players (Since they are limited per resourcepool)
 * Selection must be done within first 10 seconds of vehicle life
 * Player must have no spawn delay penalty
 * Vehicle and player must come from same accesspoint


 * Paratroopers
 * Paratrooper will first draw all the airborne resources from their accesspoint
 * If no more airborne then they will draw grounded


 * Vehicle spawning
 * The ability to spawn a vehicle is determined by
 * The squad slots optional and required resources
 * Resource availability from the squads accesspoint
 * Enough points in the resourcepools delay point system
 * Can be queued for in spawn menu
 * Ingame limitations(no spawnpoints, no room, etc.)


 * Vehicle despawning rules
 * No owner
 * Not being unlocked
 * Not being spawned in
 * More than 100m away
 * Owner died
 * Owner took a different vehicle


 * Vehicle enter rules
 * Empty seat
 * Not occupied by another team
 * Not owned by another team


 * Spawn delay
 * Defending armor teams have 15 sec extra spawn delay


 * Scoreboard
 * Shows all players
 * Assault team overview removed
 * Kills and deaths split into separate columns
 * Lives is the number of times a team can spawn, taking into account resource limitations


 * Spawn menu
 * Shows available spawns from Resource pool delay point system
 * Mouse over on accesspoints with resources shows a resource overview
 * All active capturepoints are shown
 * Cancel warning added when cancelling spawn selection
 * Cancel spawn selection when waiting for resource pool delay
 * Releases your reserved points so another player can take them
 * Players already in queue won't benefit from a player canceling


 * First blood support for the Soviet faction
 * A lot of small changes to make 3-faction fighting functional
 * GUI Updates
 * Added a kill box with info about your killer
 * Weapon name is the name the player has renamed his weapon to
 * New rank icons
 * New faction icons


 * On team kill a player doesn't drop his weapon
 * Weather Settings - Adjusted Tracers and Particles (intensities) to match the different weather settings better.
 * Screen space reflections for ingame objects (enabled for medium and high quality settings)
 * All characters have been re-skinned.
 * All characters have the fresnel (glow effect) adjusted
 * New Uniform variations:
 * Soviet Recon Uniforms
 * German Infantry Uniforms
 * US Infantry Uniforms
 * Soviet Infantry Uniforms


 * Handgrenades now damage the Anti-Air guns

Maps

 * Village Skirmish adjustments:
 * Extended the map-borders slightly
 * Slanted the terrain downwards towards the map-borders to break line of sight for snipers.
 * Added some trees and flooded areas to increase graphical fidelity of the map edges.
 * Created a new flanking route (SouthAp to the Chateau).
 * Added an AA gun emplacement at the crossroads of the new flanking route (SouthAP to Chateau).
 * Chateau: Added a ladder to the top floor to improove flow.
 * Chateau: Added a window at the top of the staircase to improove flow.
 * Chateau: Added a stack of crates by the garage to allow players to gain access to the garage roof.
 * Chateau: Made the eastern entrance through the compound wall smaller, to prevent halftracks being jammed in there.
 * Added a new flanking route (Chateau to Farm), in the east. Via this riverford you can now cross the river further downstream with vehicles.
 * Removed Brush in the center of Ruin due to it being abused as a hiding spot.
 * Added roads and terrain deformers to better indicate the riverfords at the tip of the forrested island.
 * Changed the ingame map to reflect the changes.


 * Airfield: Expanded O3 capture zone to include entire bunker.
 * Fixed a lot of texture errors on all maps
 * Being killed by an indirect HE shell now shows the killcam (Unless Camouflaged Badge is equipped)

Weapons & Vehicles

 * Soviet Faction Weapons
 * Added PTRD 1941 Anti-Tank (Anti-Tank)
 * Added Mosin-Nagant 1891-30 (Bolt-Action)
 * Added Mosin-Nagant 1891-30 Scoped Rifle (Sniper Rifle)
 * Added Tokarev SVT-40 (Semi-Automatic Rifle)
 * Added PPD-40 (Submachine Gun)
 * Added RPG-43 (Anti-Tank Grenade)
 * Added NR-40 (Melee)
 * Added Vulkan Stalin (Melee)


 * Soviet Faction Vehicles
 * Added BT-7 Model 1937 (Light Tank)
 * Added T-38 Model 1937 (Light Tank)
 * Added T-26 Model 1933 (Light Tank)
 * Added T-34 76 Model 1942 (Medium Tank)
 * Added T-34 85 Model 1944 (Medium Tank)
 * Added IS-2 Model 1944 (Heavy Tank)
 * Added SU-85 (Tank Destroyer)
 * Added GAZ-67 (Jeep)
 * Added Harley-Davidson 42WLA (Lend Lease) (Motorcycle)
 * Added BA-64B (Scoutcar)
 * Added M3A1 (Lend Lease) (Halftrack / APC)
 * Added Yakovlev Yak-9B (Fighter Plane)
 * Added Douglas C-47A Skytrain (Lend Lease) (Transport Plane)
 * Added Maxim M4 Quad Artillery (Anti-Air Gun)


 * All weapon values have been tweaked and changed
 * All upgrade have been tweaked and changed
 * All modifications you bought pre-Timoshenko have been removed and refunded in Credits
 * All weapons have a default ammo equipped
 * Fewer mods to chose from
 * Improved way for showing stats when modding
 * Added condtion bars to item renders on all screens showing weapons


 * Weapon & Vehicle silhouettes overhaul
 * New flashier and crispier MuzzleFlashes for the Pistols, Rifles, SMGs, LMGs and mounted LMGs (less dusty looking and more firery looking) - Also a bit more aggressive for the LMGs in general.
 * More smoke coming from the weapons together with the flashes.
 * Added N-K M3 6x30 US Optics (Binoculars)
 * A player can only have 10 active mines in a match at any one point in time. Placing nr. 11 will return the oldest mine to your stash
 * The already available Soviet weapons and explosives have been added to the Soviet progression tree
 * Weapon variants:
 * PPSh-41 Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used
 * PPD-40 Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used
 * Mosin-Nagant Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo
 * Mosin-Nagant Scoped Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo
 * Tokarev SVT Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo


 * Unlocks
 * Added all Soviet unlocks. Too many to mention
 * Captured spades now unlock on 2 levels for each enemy faction
 * Captured knives now unlock on 2 levels for each enemy faction
 * Moved SMG modify internals from level 7 to level 6
 * Moved SMG modify barrel from level 9 to level 8
 * Moved SMG modify sights from level 11 to level 10
 * Moved SA rifle modify internals from level 5 to level 8
 * Moved SA rifle modify barrels from level 4 to level 7
 * Moved SA rifle modify trigger from level 3 to level 4
 * Moved SA rifle modify sights from level 2 to level 3
 * Disabled infantry from purchasing NEW sniper rifles - existing rifles are kept.
 * Move unlocking basic enemy handgrenades from level 7 to level 5 (to align with soviet grenades)
 * Moved German Unlock of US-AT mine M1A1 to level 4
 * Moved US Unlock of German-ATmine Tellermine to level 3
 * Moved German unlock of Soviet AT-mine to level 3
 * Moved US unlock of Soviet AT-mine to level 4
 * Moved US and German captured AT-grenades to level 11
 * Moved captured bazooka/panzerschreck from Explosives ribbon level 11 to Tank Destruction Ribbon level 9 & 10
 * Moved AT-mine unlocks to level 1 from level 2 Tank Destruction ribbon
 * Moved US unlock of German s-mine from recon level 9 to level 11
 * Added unlocks for soviet vehicles
 * Moved unlock of bolt-action rifles from level 2 to level 5
 * Moved unlock of LMG's from level 6 to level 9


 * All factory ammunition now costs credits (very minimal amount)
 * Credit gain tweaked to compensate for this cost


 * Added wrench for Pilot

Strategy & Soldier Selection

 * Bombs away badge is now a multiplier on resupply time for fighterplanes instead of extra bombs
 * Battle System Changes
 * Skirmish missions do not take place on accesspoints anymore.
 * Friendly ATs are placed on the center of the battlefield.
 * Friendly ATs reaching a location with an assault battle can pass through and join the defenders at battlefield center.
 * Losing faction of an assault battle has to retreat, and no subsequent battle is triggered on the battlefield.
 * ATs placed on the center of town treat any friendly accesspoint on that battlefield as their retreat starting point.
 * If an attacker accesspoint is captured by defenders, all ATs are retreated from that accesspoint.
 * Newly deployed ATs are deployed on the battlefield center of friendly towns, not on accesspoints.
 * While a war mission has not been "activated", the third faction can join the mission. After activation, the mission gets locked with the original 2 factions and the third faction will have to wait till the current battle ends.


 * Campaign Victory Condition Changes
 * First faction with 12 major cities wins the war.
 * If one of the factions loses all its major cities, but none of its enemies have 12 major cities. Then the faction with the highest number of major cities wins the war.


 * AT Retreat Behaviour
 * Each AT has the ability to retreat from a mission.
 * Each retreat will reduce the resources on that AT by 25% of its max strength, or all resources, whichever is higher.
 * Any resources left from a retreat cannot be retrieved by the AT post battle, nor can the AT earn warfunds from their actions in the action game.


 * Mission Setup Changes
 * Each war mission will not be "activated" for 10 minutes after battle creation.
 * The AT prioritized selection system has been removed.
 * All ATs reaching a mission, are commited to the action game.
 * Individual ATs do not show up in the action game.
 * Each AT "type" per accesspoint is represented as a grouped "pool", containing resources from all ATs of that type on the accesspoint.
 * When action players spawn from these "pools", warserver randomly deducts spawns from one of the AT belonging to the pool.
 * When a spawn from a "pool" kills another resource, warserver randomly assigns that kill to one of the AT belonging to the pool.


 * Optimization - the war server supply queue process has been optimized.
 * Added 3 faction support for War is over screen
 * Updated Battle report to support 3 factions in leaderboards
 * Updated Campaign game victory / losing conditions on map of Europe
 * Updated mission details to support and better show 3 factions / 2 factions
 * Simplified weapon description system
 * Added support for better way of seeing queue numbers and added support for seeing how requested a resource is on the faction production overview
 * Changed flow of repairing and reloading weapons, now you get the option to repair the weapon and then you can enter the modify weapon area both for upgrades and for ammunition
 * Added option to auto repair vehicle ammo when repairing all ammo
 * Assault teams moving into a battle where they are not welcome (third faction) automatically moves back
 * The warmap has been changed a lot, almost to black and white, in order to bring out elements better.
 * Added outline to supplylines.
 * Added a 'Strategic color scheme' to supplement the 'Friend or Foe color scheme'.
 * The toggle button is visible next to the Major City overview on the campaign map, and on every action game map in the flash client. The toggle changes the setting globally, and the settings are saved across sessions.


 * Generals may now retreat assault teams from battle, using the retreat button in assault team control in the right side of the campaign map.
 * Fixed the chat and notification tray buttons so they match the others in size and sharpness.
 * Added a notification for when users receive refunds.
 * The old mission/battlefield action map view has been ditched, and the one from the battlereport with capture points and attack lines is used instead. Currently, only the access points have their status set, and the rest of the points show up as neutral.
 * Fog of war visibility now shows for Assault Teams stationary on supplylines (mostly when they're in a skirmish)
 * Generally fixed up UI to accommodate three factions.
 * Multimarkers now have a small indicator for the amount of troops present. It uses the symbols from https://en.wikipedia.org/wiki/NATO_Mili ... Unit_sizes and is only based on the number of soldiers present multiplied by 10 - vehicles are not taken into account.
 * Assault teams of different factions moving onto the same supply line now creates a skirmish on the supply line. They are placed into different stacks on their opposite sides of the skirmish.
 * Assault teams from the third faction cannot move onto the supply line while the skimish is going on


 * Multimarkers should only ever contain assault teams of a single faction.
 * The resources of assault teams are now pooled together in an overview shown when a multimarker is clicked.
 * Fixed a lot of minor issues on the warmap (e.g. the battlefields disappearing from the right side when zoomed out to max)
 * Support for 3 factions in match maker
 * New Warbond image
 * New Buy weapon image
 * New Buy Gold image
 * New ammunition images
 * 1000+ new battlefields on campaign map
 * 23 major cities are there now
 * Enabled 3-faction fights (12vs12vs12)
 * If a faction is kicked out of a match it will become a 18vs18 fight (Unless the battle is in Ending Status)
 * In a 3 faction match the defender gets a spawn delay boost while they control all the objectives
 * The defender can be depleted, kicked out, while the two attackers are still battling for objectives
 * Minimum state to start battle => (6 vs 6 vs 6) or (9 vs 9)
 * Max difference in players=> 2 between defender to largest attacker


 * Reinforcements now spawn from the closest Major City (unless it's blocked)

Sounds

 * Added sounds for all new weapons
 * Added sounds for all new vehicles
 * Replaced sounds for:
 * PPSh-41 SMG (Reload)
 * DP28 LMG (Reload)
 * FG42 Assault Rifle (Shot)
 * M1 Carbine Assault Rifle (Shot)


 * Soviet Capture Jingle
 * Germany Defeated Jingle
 * Soviet Defeated Jingle
 * US Defeated Jingle
 * Thrown grenades now make noise again
 * Various other sound adjustments and additions

Other

 * Pistol_US_02A (Revolver) - Fire animation has been speeded up (the revolving barrel was too slow)
 * This is only a cosmetic tweak and shouldnt have any gameplay effect as the total anim time is the same.


 * Adjusted Pistol and revolver position on screen
 * Adjusted Knives position on screen
 * Fixed the Canopy not animating (opening and closing) for the Messerschmidt
 * Cheat Detectino & Cheat Prevention updates
 * Modification changed to Upgrade
 * Localization updates
 * Added Soviet Union Theme music option.
 * Added options in Misc to choose if you want to preload soldier and rank images, default is bare minimum.
 * Various backend fixes and optimizations
 * Implemented system messages to all players
 * Moved Brightness adaptation from GPU to CPU to make LDR and HDR more equal (fog was very different)
 * LDR now has adaptive tonemapping
 * Tessellation (DX11) can now be disabled (now only enabled for high quality setting)
 * Adjusted ribbon-booster prices
 * Fixed several Crash Report errors

Known Issues

 * 32-bit Windows XP requires the /3gb switch to run
 * /3GB switch is NOT supported by ATI cards.

Upcoming
No information as of yet.

=Spaatz Family Builds=

Spaatz Addon #2
Spaatz Update #2 is here. After you had the ability to test the new build on the stable server it will now be deployed on the liveservers. Among other changes and features the hitbox / hit registration has received some serious tweaking, you can now also toggle keys, so you don't get painful fingers anymore :)

Action Game

 * Big Hit Detection update w. tweaks, changes and many improvements.
 * Hero controller's predict code updated and improved
 * Horns and sirens moved from client-side to server-side.
 * Key toggle functions for (optional):
 * Crouch
 * Map
 * Walk
 * Aim
 * Vehicle Cover
 * Sprint
 * Update stat definitions:
 * Vehicle damage and kill stats are awarded when the vehicles factionId is different from the killers and the vehicles drivers factionId is different from the killers
 * Vehicle kill stats are now awarded when the vehicle hits 0 hp and not when it is destroyed (i.e planes hitting the ground)


 * Second bomb of the P38 Lightning releases 0.5 seconds after the first one if you keep the space-bar pressed
 * Tracers bumped down a size from Medium to Small for the two scoped rifles.
 * Tracers reduced slightly in size... when "receiving" bullets and thereby seeing tracers up close coming towards you they are very big... here are the downgrades in diameters :
 * Tracer_Small diameter *0.5 (hand-weapons - SMG)
 * Tracer_Medium diameter *0.5 (Rifles - LMG - Planes)
 * Tracer_Large diameter *0.8 (Tanks)
 * Tracer_XL diameter *0.8 (Heavy Tanks)
 * Tracers (smoketrail) for AntiTank weapons have been recovered
 * Weapon basecode updates for all weapons due to broken recoil, all weapons should behave as they used to. We will of course monitor and tweak if necessary.
 * Weather setting tweaks - more power from the sun in the sunny day version, Foggy day is more bright and daylike, Better cloud settings in most of the presets, night is full moon lit being brighter overall


 * Fixed a bug where the system would charge you multiple times for the same repair
 * Fixed a bug that players were unable to buy Generals once they reached the 30 character limit
 * Several texture / terrain errors fixed
 * Upgraded Anti-Cheat system

Known Issues

 * Grenade bounce sound is buggy!

Build 99286

 * "Queue with friend" fixes
 * Soldier progression overlaping icons fix
 * Notification tray - Battlereports on factionless accounts will be listed correctly

Campaign

 * Renamed "Missions" to "battles" across the client
 * Open Faction Fighting feature added
 * You select a server (war) and only when you want you choose a faction in the war (to play war battles and move assault teams)
 * You can matchmake into staged battles (formerly called training missions) with characters from all factions you have available
 * Tier 2 popup has been changed to "Assault Gamemode unlocked" information
 * Also added explanation why you can't join War battles until you are rank 3 on a character or you purchase an academy trained character
 * Added Notifications in tray next to the chat button. You now get notifications on:
 * First battle of the day bonus (4 gold) (marked as read when the tray is opened or closed)
 * Ammo refill and update repair costs (marked as read when the tray is opened or closed)
 * Battle reports (must be opened to be marked as read)
 * Battle details have been updated with new layout
 * Support for match making with multiple characters
 * Added an explanatory tooltip to the disabled assault team upgrade button, shown in the case where the selected character does not have enough command points to support the size of the available upgrades.
 * You may now claim your veteran bonus for one of your previous battles, even if you're not already a veteran member, by buying veteran membership from a battle report.
 * Battles are now hard divided into tier 1 and tier 2 to allow tier 2 battles with tanks and recon
 * Reinforcement costs are significantly reduced for most Assault Team types.

Backend

 * Action servers now pooled across multiple clienthandlers
 * Battle list now uses pull requests instead of view push to get info. Data sent to client has been reduced significantly due to this.
 * Ensured all combinations of maps and assault team setups are generated for staged battles
 * Fix for player in party marked as not ready when entering match maker. Now marked as not ready when actually entering a battle instead.

Build 98458

 * Fix for players getting assigned to matches that never starts.

Build 98411

 * Backend updates

Build 97388

 * Tweaked start of war stockpiles and production values for both factions
 * Reduced cost of reinforcements

Build 97233

 * Changed algorithm for training mission generation
 * Fix for a rare case where command nodes could be stuck on enemy supplylines
 * Fix player tier when player buys a tier 2 character. This caused a 2 minute wait in the match maker until the player was bumped into tier 2
 * Fix for contested capital not selected as a spawn location for ATs (if that is the capital player choose while deploying).

Build 96977

 * Optimized (and changed) spawn location selection for assault team deployment
 * Feature: Better distribution of different skirmish maps
 * Feature: The script to end the war with Admintool should automatically give the win to the faction with most held capitals!
 * Bug Fix: "No connection to database" bugs fixed to improve client-server connection stability
 * Bug Fix: Improve deploy speed
 * Bug Fix: Some broken missions still kept getting players added. Given errors for players
 * LOD value clamp to avoid abuse
 * Bug Fix: Fix for servers not getting freed up when mission done.

=Rommel Family Builds=

Bug Fixes

 * Bug in "invite player to Squad"
 * Some Ribbon XP values not always displayed correctly
 * Fix for messed up characternames, no more mr. "HnG_States.CharacterNameTemplate HnG_States.CharacterNameTemplate"
 * Hosting Center Invalid Info bug fixed
 * Improved Matchmaker selection of server
 * Message added when player tries to change character class while equipped AT is in battle
 * Fixed bug - cannot delete squad
 * Client crashes fixed
 * Fixes for XPs not updated correctly between battles, requiring a relog
 * Bike bug fix online!!!..

Bug Fixes

 * Reduced Player Squad info sent to flash
 * Fix static pricing info modified. Ensure Resupply cost deducted from player
 * Reduced resupply price for AT-weapons by 50% - Bazooka and Panzerschreck rockets
 * Fixed "Hostingcenter invalid info" bug
 * Increased AT battle xp + tweaked rank requirements for company officers down (~15%).
 * If playing First Blood Mission increases the rank of a player, then he does not get the notification for items unlocked.
 * Maximum amount of characters allowed on 1 account pr. battle is set to 30 (per faction, excluding General characters). Servers no longer send info about unavailable characters to action server.
 * Fancy database indexes to speed its performance
 * "Rommel XP multiplier" criteria changes: any player with at least 1 AT is eligible, and change the multiplier from 3X to 4X
 * ATs are rewarded 90% (previous 100%) of the cost of resources killed by them
 * Faster generation of training missions to reduce wait times.
 * Long range XP bonus adjusted (lowered a bit).
 * Tank hitboxes fixed
 * Pilots should no longer be so easily killed in their plane

Bug Fixes

 * 1st time user flow popup bug fixed
 * Mission list fix
 * Prices for resupply fixed

Build 94411

 * Rommel Changelog

=Quesada Family Builds=

Bug Fixes

 * Backend fixes
 * Fixed ping issue where hosting centers never would get pinged under certain conditions
 * Fixed issue where you could queue up for a mission even if there was no assault team present matching the selected character

Bug Fixes

 * Client crash fix
 * Fixed players not being able to buy gold under certain conditions
 * Fixed issue where not all hosting centers were being considered for a player, resulting in missions with bad ping

Bug Fixes

 * Fix for long waiting time for paratroopers (now training missions add paratrooper AT's)
 * A few graphics fixes

Build 92244

 * Quesada Changelog

=Patton Family Builds=

Bug Fixes

 * Wrong uniforms used on some occasions
 * Join your friends match fixes
 * Veteran membership would disappear for 1 minute in rare occasions.

Build 90394

 * Patton's Mountains Update Changelog

We'll try to keep it in the forum this time and then only follow up here with hotfixes.

Bug Fixes

 * AT stats are cached on the servers from the database
 * Updated values for AT participation and victory bonus
 * Improvements in Mission Generator and Match Maker to help lower waiting times.

Bug Fixes

 * Statistics caching enabled on servers
 * Optimize statistics archiving
 * Other minor bug fixes and optimizations

Bug Fixes

 * Idle detection mechanism in flash that will remove idle players from the game.
 * Fighter squadrons now added when many players are waiting for it.
 * Performance Fix for AdminTool blocking the server on updates.
 * Campaign map mission details fix.
 * Bazooka/Panzerschreck prices lowered
 * Backend optimizations

Bug Fixes

 * Backend optimizations
 * Queue reset fix
 * Rare case where you didn't get logged in once you got to the head of the queue
 * Fighter pilot credit earning increased.

Bug Fixes

 * Login queue for the players waiting to join.
 * Fixes to try and push the number of concurrent players by reducing the current bottlenecks in the data views - timewise and sizewise.
 * Tweaks to warfund earnings (to help fix inflation)
 * Infantry gets participation bonus.
 * Paras, Recon, Airforce & Armor only gets bonus for winning battles.

Bug Fixes

 * All AT's have 50% more resources
 * Fix for first time flow getting "not enough credits" when naming character
 * Fix for long waiting times as tanker
 * Ribbon progression fix for M3 Lee - Fix for M4A3E8 Sherman & Pz38(t) coming soon.
 * Added the option of selecting a war manually to the first time user faction selection screen.

Bug Fixes

 * Increased number of training missions with tanks
 * Performance tuning of databases
 * Tweaked total spawns on planes

Bug Fixes

 * Assault team selection bug, hits almost every player in every match and can cause them to be thrown out of matches
 * Action server crash fix (1% of action matches)
 * Action client crash fix (Floatingpoint)
 * Combat badge fix - some combat badges broke last night
 * Chaffee progression fix
 * Hellcat progression fix
 * Supply crates fix
 * Pricing tweaks based on community feedback.

Build 88238

 * New Weapons Added
 * M3 Greasegun (United States)
 * MaschinePistole 34 (Germany)
 * New Light, Medium, Heavy Tanks added, as well as Tank Destroyer
 * M2A2 (United States Light Tank)
 * M24 Chaffee (United States Light Tank)
 * M3 Lee (United States Medium Tank)
 * M4A1 Sherman (United States Medium Tank)
 * Panzerkampfwagen II Ausf. C (German Light Tank)
 * Panzerkampfwagen 38(t) Ausf. E (German Light Tank)
 * Panzerkampfwagen IV Ausf. H (German Medium Tank)
 * Panzerkampfwagen VI Ausf. B "Tiger II" (German Heavy Tank)
 * Jagdpanzer 38(t) "Hetzer" (German Medium Tank Destroyer)
 * New Vehicle Loadout System
 * Can now add ammo boxes for players on tanks
 * Can now add anti tank boxes for players on tanks
 * New vehicle system with personally owned vehicles for your soldiers.
 * Improved the flow for new players (first time)
 * New Spotting System, players are also marked when spotted, unless using Ghillie badge
 * Many texture changes on all maps and bug fixes of objects sticking through houses
 * Bug Fix: Disabled weapons, even though unlocked
 * Misleading weapon modification naming changed
 * Localization bug fixes and updates
 * Minor changes to Heroes > Soldier tab
 * Warfund earning tweaks - first Patton iteration
 * Fixed several bugs which caused crashes
 * Added new sounds for new weapons and new vehicles
 * Increased vehicle count spawned at same time from 1 to 2 for Motorized and Mechanized units.
 * Lay-Out tweaks to Weapon Store
 * Changed chat icon to make it more obvious it's the chat
 * Added more information on the weapons (such as penetration value for anti tank weapons)
 * Ribbon Boosting implemented

=Oster Family Builds=

Build 87370

 * Manual start of mission choosing the right hosting center now.
 * Fix rare crash when shooting
 * Fix feedback loop between action server and war server.

Build 86736

 * Weapon tweaks
 * LMG Range up, far damage down
 * SMG near damage up, range increase
 * SA range up
 * Head damage multiplier upped from 3 to 4
 * Fixed matchmaker confusion - improving server selection based on player ping
 * Fixed Host Center ping sorting
 * Improve buffering of warmap Fog-of-war
 * Fixed Stack trace trashing when init XML nodes

Maps

 * Changed diffuse textures on Trainstation buildings on mountain level.
 * Added lods to several fallen trees.
 * Changed lod value on RockA from 2000 to 1000.
 * First Blood: Placed props to increase performance.
 * First Blood: Removed ivy branches from ground.
 * Added specular and changed color of landing strip on airfield level.
 * Changed textures on barracks on airfield.
 * Added lod to some stones.
 * Replaced cover and anti spawn killing placerholders on Forest and Mountain Skirmish with props.
 * Mountain Skirmish:
 * Accesspoint close to control point A:
 * Removed a tree by the end of the stone fence
 * Added new house
 * Placed two soldier spawns in the house
 * Placed two soldier spawns in the forest behind house
 * Removed one soldier spawn from the high ground forest
 * Removed one soldier spawn from the top floor of ruins
 * Adjusted a soldier spawn in the ruins
 * Added more cover around the buildings
 * Added cover in the hill on both sides of the road from accesspoint
 * new soldier spawnpoint up in the forest
 * Moved one tank spawnpoint down the intersecting road
 * Added an anti-tank weapon spawn at the second floor of the new house
 * Added a jeep spawn down the hill
 * Moved the mystery bike a bit
 * Added a bike spawn behind the house
 * Added a bike spawn at the corner of the ruins
 * Accesspoint close to control point C:
 * Added a house behind the ruins
 * Added cover objects around the exits of the new house
 * Added 4 bushes
 * Added a soldier spawn down the slope by the barrel and cover in that area.
 * Added an anti-tank weapon spawn on the second floor of the new house
 * Moved the original anti-tank crate a bit further back in the ruins
 * Moved 1 tank spawn to the woods
 * Moved 1 tank spawn to between the two base houses
 * Moved two forest soldier spawns that were further back into the new house
 * Added a spawnpoint further up in the hill
 * Made a big dent in the hill directly north of the new house and some trees in that dent.
 * Removed several trees behind and on the side of the main spawn area
 * Added some more soldier spawns so the total number equals the other team's amount.
 * Added a bike spawn close to the highest soldier spawnpoint
 * Forest Skirmish:
 * Accesspoint close to control point A:
 * Added a house
 * Added cover objects around the exits of the new house
 * Added cover objects in the top of the ruins and around it
 * A new mound to support the new house
 * Removed a tree that stuck through the new house
 * Removed a tree opposite of the north-east corner of the ruins
 * Added 3 trees along the stone fence
 * Added trees and bushes outside the ruins
 * Moved the anti-tank weapon to another room of the ruins
 * Added an anti-tank weapon spawn in the house
 * Adjusted the soldier spawnpoint inside the ruins a bit
 * Added a soldier spawn point behind the house a bit behind the hill
 * Moved two soldier spawnpoints inside the house
 * Accesspoint close to control point C:
 * Added a house
 * Added cover objects around the exits of the new house
 * Added a small tree at the window of the new house
 * A new mound to support the new house
 * Removed some trees
 * Added several trees on the right hand side of the hill
 * Added a tree fence running from the ruins and through the pit on the right hand side of the hill
 * Added bushes on the hill behind the house that leads up to control point C
 * Moved the anti-tank weapon to another room of the ruins
 * Added an anti-tank weapon spawn in the house
 * Moved two soldier spawnpoints inside the house
 * Added a soldier spawnpoint
 * Adjusted the soldier spawnpoint inside the ruins a bit


 * Airfield Assault
 * Most of the red barracks have been replaced with various Nissen Huts
 * D1:
 * More cover objects along the road from D1 to D2. More cover at D1
 * D2:
 * Nissen huts replace most of the red barracks
 * Tweaks to layout of buildings
 * More cover objects
 * New position for anti-tank weapon crate
 * New capture zone and radio position. This means the control point D2 has been moved closer to towards O2.
 * New spawn point positions for soldiers, bikes and transport vehicles to fit the new layout
 * B2:
 * Added rocks to the River stones ICE-system.
 * Also added BeechBushAFall instances to the river stones system.
 * Added rocks and BeechBushes along the south riverside as well (ICE-system)
 * Added 2 mounds along the path from B1 to B2 on airfield. One crosses the road close to the bridge, the other lies as a viewblocker to the left of this road (when you drive from B1).
 * ICE-trees updated to conform to these new mounds.
 * Added 2 nissen huts between the Hangar O1 and B2
 * Replaced barracks at B2 with three different Nissenhuts.
 * Moved B2 capture zone into one of the Nissenhuts.
 * Added cover around the new capture area.
 * Moved soldier and transport vehicle spawns around in that area.
 * Added a bike spawn at new huts between O1 and B2.
 * Removed a sentry box
 * C2:
 * Moved capture zone to around bunker
 * Adjusted transport vehicle spawns and soldier spawns to fit new layout
 * Added 3 bike spawns
 * New orientation of Bunker
 * Added tank ditch mounds at the entrance
 * Removed a sentry box
 * C1:
 * Added 4 bike spawns


 * Factory Assault:
 * Removed tanks, halftrack and transports from O2 emergency on Factory.
 * Added tanks, halftrack and transports to O1 which was lacking vehicle spawns.
 * Mountain Town Assault:
 * Adjusted some soldier spawns at D2
 * Added two ice-systems to the terrain that adds stones along the riversides


 * Other:
 * All spawngroups should have 2 transport vehicles (TV) spawns, except for objective point emergency spawns. If an area only has 1 TV spawn, it's should be reported.
 * Spawn areas where 1 TV-spawn has been added to comply with the above rule:
 * T01M01 "Town": A1, A-emergency, A2, A3, A4, C4, B4, D3, D4
 * T02M01 "Mountain Town": A1, A2, B1, B2, B3, C3, D2, D3
 * T02M03 "Factory": A1, A2, A3, B1, B2, B3, O2
 * Coal shader replaced to add Tesselation (factory)
 * Replaced all trainwagon frames for higher quality
 * Replaced Coalcart asset for higher quality (factory)
 * Replaced traintrack ballast assets for higher quality (note - need ICE system update)
 * Performance optimization of lillypad asset (first blood)
 * Removed Yard Tesselation mesh from first blood for performance reasons
 * Removed various plants from first blood for performance reasons
 * Replaced all sandbag masters across all maps with higher quality assets.
 * Added Tankditch master to Airfield entrance
 * Changed shader on several windows for more realistic glass
 * Updated coli on trainstation_walkway
 * Iterated a bit on the forest undergrowth on medium french village. It now have far fewer bushes but they are visible at at long distance so players can hide in them.
 * Fixed broken shader on the stone bridges. the green stuff is now aligned with the water surface instead of coloring the entire bridge green.

Gameplay

 * Fixed a bug where weapon damage falloff over range towards players was not working
 * Nerfed explosion damage from bazookas toward players
 * Panzerfaust is now always the RPG that spawns in boxes
 * Panzerfaust spawns with 1 ammo
 * Picking up weapon no longer drops your primary weapon, but switching away from it drops it
 * Character head shot coli is now a little smaller
 * Ability to resupply consumable weapons at supply crates
 * Score is now the same as xp
 * Kill messages at the bottom are now xp/score messages
 * Rewrite of weapon and vehicle weapon statistics gathering
 * Chance of fog lowered from 20% to 10%
 * End game bonuses are now awarded if play time is over 10 minutes or participated in 50% of the match
 * All character weapons default scope distance is now set to their minimum distance
 * Grief flags changed from 3,3,2 to 2,3,2
 * Anti-Tank weapons can no longer be hip fired
 * Handgrenades have been buffed
 * Added weapon: Panzerschreck RPzB 54
 * Added weapon: M1918 Automatic Rifle (BAR)
 * Added weapon: Maschinengewehr 34 (Handheld)
 * First iteration of new sniper scopes
 * HeroIteration2 (see [] for more details
 * New MuzzleFlash effects on guns

Vehicles

 * Vehicle lock feature (Meaning an enemy needs to unlock your vehicle before being able to enter it)
 * Added a softer armor material for planes (aluminium)
 * Short delay when switching between primary and secondary gun in vehices
 * Vehicle Icons above all vehicles including Locks and unlocks
 * New Supply/Weapon system setup on all compatible vehicles
 * Simplified enterbox setup for all vehicles. (Only one enterbox pr. vehicle)
 * All vehicle weapons remade from scratch, moved and simplified. Weapons are now shared across compatible vehicles
 * FOV limits setup for all inside seats
 * (Step 1) New Gun sights for all vehicle guns
 * Unified all vehicle seat camera limits
 * New German Recon vehicle - SdKfz 222
 * New US Recon vehicle - M8 Greyhound
 * Damage effects tweaked on a few vehicles
 * Tankers now spawn inside their tank again
 * Adjusted clipsize Panzer I to 50 and increased the amount of clips carried.
 * Added more AP rounds to M18 Hellcat

Visuals

 * New Shop / Spawn menu renders for all weapons
 * New MuzzleFlash effects on both guns and some cannons
 * New tank shell explosions (High Explosives) - Now HE shells has their own effects
 * AP and HE Ricoshet/Penetration/No Penetration effects for tank shells on armor
 * New AerialBomb explosion now reflects Damage radius (Much bigger!)
 * Nissen Hut 1A,1B,1C
 * chair Cocktail_01A
 * Lamp_Hanging_01A
 * Lamp_Hanging_01A breakable bulb
 * Locker_Cabinet_01A
 * Nissen Hut Props for 1A
 * Bed_Army_01A
 * Desk_Office_01A
 * Telephone Desk
 * Lamp_Desk_01A (Breakable bulb)
 * Nissen Huts 1D,1E and 1F    (Airfield)
 * Props for Nissen Hut 1F (merge groups)  (Airfield)
 * Bed Army 01A   (Airfield)
 * Chair Cocktail 01A  (Airfield)
 * Locker Cabinet 01A  (Airfield)
 * Nissen Hut Concrete step and Steps (Airfield)
 * Desk Office 01A    (Airfield)
 * Lamp Desk 01A (Breakable)       (Airfield)
 * Telephone Desk 01A  (Airfield)
 * Lamp Hanging 01A (Breakable)  (Airfield)
 * Invasion Force Map  (Airfield)
 * Props for Nissen Hut 1D (merge groups)  (Airfield)
 * Props for Nissen Hut 1E (merge groups)  (Airfield)

Sound

 * All new sounds for the Citroën AC4 Delivery Van
 * Added basic sounds for the SdKfz 222
 * Added basic sounds for the M8 Greyhound
 * Added basic sounds for the Panzerschreck
 * Added basic sounds for the M1918 Browning Automatic Rifle
 * Added basic sounds for the MG 34
 * Fixes Sound and Sound Effects during Battle

Strategy & Browser

 * Character trial period has been removed. Now characters can purchase a switch to any of the character types they have unlocked.
 * New chat channels must have unique name. All existing channels with non-unique names have been deleted.
 * Existing chat channels with restricted names (starting with words like 'allies', 'axis', 'support', etc.) have been deleted.
 * Mechanized Recon AT has been added to the strategy game.
 * M8 Greyhound is now a resource type available in the campaign for US faction.
 * SdKfz 222 is now a resource type available in the campaign for GE faction.
 * XP gained during "First blood" is permanently added to combat XP of the character.
 * Earning a combat badge of higher value, automatically replaces the lower value equipped on that character (for example, earning "gold" combat badge would replace the "silver" badge equipped earlier).
 * Server code for reading character stats has been optimized
 * Character ranks are adjusted as per the new xp levels
 * Characters are given all preceding character type unlocks that they might not have selected - for example, if a character is recon, then he should be given tanker and pilot unlocks as well
 * AT participation and victory bonus values have been adjusted
 * All new and upgraded ATs will be named in the format " **"
 * Skirmishes from the strategy game now show Accesspoints and Assault Teams on the map
 * Musical themes can now be selected in the settings window
 * Autogenerated Skirmishes no longer have Tank Assault Teams in them
 * You can queue for a mission that has no room for your character at the moment
 * You need to pay for reinforcements before you deploy your assault team (unless it's free to reinforce)
 * New battlefields added to the campaign map (133 in total)
 * Layout changes to Weapon mod window and Weapon overview window
 * Layout changes to Social window and channel management window
 * Soldier picker added to Mission list window and mission details window
 * When you receive a private message, a text is shown saying "new private message received" when you have the chat closed
 * Assault Teams moving now have a status saying "moving to "
 * You can queue for your friends' mission through your friends list, if your friend is in the same war (not faction)
 * You can disable Training missions from the mission list in Settings
 * Password protected channels don't appear in Public channel list, unless you enable showing them in Settings
 * Updated weapon modifier prices and membership prices
 * Added mechanized recon assault team prices and career switch prices
 * Optimized support tool queries
 * Optimized ReadCharacterStats to take a list of characters
 * Fixed concurrency bug in fog of war view
 * The chat's width can now be resized, too.
 * Weapons and equipment can now be rearranged by dragging and dropping items on the soldier screen.
 * Players no longer have to make career choices as soon as they are unlocked - instead, players change careers by clicking an unlocked career in the career tree beneath the soldier and paying a small fee.
 * Players can now change back to infantry characters, for a fee.
 * The career tree is no longer clickable, to prevent misclicks when changing careers. The rank progression overview can still be seen by clicking the rank icon next to the soldier.
 * The name of the currently active career is now highlighted in the career tree, using the focus color.
 * The campaign map should use about 200 MB less memory with standard settings.
 * An in-memory tile cache has been added to the campaign map, greatly improving map loading when the user zooms and pans the map. For better performance at the price of RAM usage, this cache size can be increased from the default 64 to a max of 256 MB.
 * The campaign map now keeps the location under the mouse cursor in view when zooming, Google Maps style.
 * Loading of map tiles getting 'stuck' leaving blurry tiles from time to time should no longer happen.
 * Specific details for bronze, silver, and gold versions of badges are shown when the badge is clicked in the overview window.
 * Mechanized Recon - Added mech recon to flash site (both unlock and updated guard unlock tree)
 * Unavailable weapons now show details as to why they can't be unlocked.
 * You can no longer buy weapons that are unuseable because of class change
 * Added brightness option to action game video options
 * Optimized FriendView
 * Fixed Friendview to update when friend goes offline
 * Fixed Friendview to update when friendconnection is altered by a friend (eg. added as friend, deleted as friend)
 * Added code that gives unlocks for weapons equipped
 * Added Plugin install website background image
 * Added Plugin install website Text frame (graphic element)
 * Renamed Combat badge "Infantry FIST" to "Iron Fist" to remove confusion with "Infantry fiRst"


 * Moved tanker unlock from rank 2 to rank 3
 * Moved fighter pilot unlock from rank 3 to rank 4
 * Moved pistol (for pilots) from rank unlock 4 to rank 5
 * Moved SMG (for tankers) from rank 3 to rank 4
 * Added SA-Rifles (for paratroopers) rank 6 unlock
 * Changed unlock from browning M1919 to BAR (SA-Rifle Ribbon level 6)
 * Changed unlock from MG42 to MG34 (SA-Rifle Ribbon level 6)
 * Added browning MG (US-inf) to LMG-ribbon level 6
 * Added MG42 (GM-inf) to LMG-ribbon level 8
 * Added AP-mines (US-inf/GM-inf) to explosives ribbon level 11
 * Moved Panzerfaust (GM-inf) to explosives ribbon level 9 and changed it to Panzerschreck for US inf.
 * Added Bazooka (GM-inf) to explosives ribbon level 9 (id 212)
 * Added Panzerschreck (GM-inf) to explosives ribbon level 1 (id 236)
 * Weapon adjustments : SMG/Pistol lower damage + lower range
 * Weapon adjustments : SA-rifles - no 1sk (maxdamage <= 99) - lower range
 * Weapon adjustments : bolt-action + sniper : 1sk possible up to 111hp. Heavy set Gold = 2sk
 * Fix for kar98. parameters now in line with m1903 (was OP before)
 * Changed prices for all weapon mods including wear and maxcondition (amount for ammo). The prices have been lowered to encourage more experimentation. The wear of mods (non ammo) have been set to last an average player for apporx 100-400 battles.
 * Added 7 new mods for MG34 and BAR. The new mods are different from the old ones. There are far fewer, only 3 categories (ammo, barrel & internal) and they work independently (no +/-).
 * Aligned combatXP and tacticalXP earnings. Increasing the earning generally for tactical and lowering earnings armor/plane kills. Raised the tactical requirements for level 13,14,15.
 * All warfund earnings have been lowered by 20%

Other & Bugfixes

 * Removed the discount on the veteran banners
 * New buy gold background image
 * Re-named Arnhem Fliegveld to Arnhem Vliegveld
 * Playerlist no longer automatically goes to top every few seconds
 * Fixed some issues with colliding text in the browser
 * It's now also possible to re-join battles via the campaign map
 * Personal player statistics (under ranking) are now showing correct information
 * Players no longer show multiple times in the browser battle chat
 * True fullscreen for windows XP users is no longer available
 * The chat no longer places you in multiple global chat rooms
 * No more skyrocketing in the air after exiting vehicles
 * A lot of other bugfixes!

iOS

 * Minor bug fixes
 * Kept up to date with flash client

Android

 * Minor bug fixes
 * Kept up to date with flash client

Localization

 * Minor tweaks and fixes

=Newgarden Family Builds=

Build 83353 - R4

 * New warserver backend
 * Lock/Retry fixes for new backend
 * WarFactionCatalogue update performance fixup
 * Mobile command working again

Action Game

 * Client crash fixes and server stats for improved tracking.
 * Tweaked SSAO to increase performance

Strategy

 * The concept of AT slots has been completely removed. All new (or old players) now have 10 AT slots.
 * Prices on Guard, Infantry, Light Armor and Fighter Squadron Assault Teams to compensate for removed AT-slots
 * Bug - Defending fighter AT(s) on accesspoints with another type of AT do not leave battlefield when attackers win a battle
 * Purchase Confirmations now have images
 * Mission Overview has a different toggle button.
 * High Ping missions now display warning window where you can choose to enter the mission or leave it
 * Mission details on Campaign screen has enter combat button again [Community Request]
 * Chat is now located in lower left of Screen and is folded in by default. Now overlays on top of all popup windows [Community Request]
 * Soldier overview window now has more information about the soldier you're looking at (Rank, Type icon and name)
 * Chat timestamp now has a friendly blue color
 * Added level progress below rank icon on progression window
 * Added soldier selection carousel on Training screen
 * Background images in Assault Team shop window now fills out the entire window
 * Updated Assault Team slots on Assault Teams screen to match the visual style of those for weapons slots
 * Ribbon and rank slots UI altered to differentiate from real slots (no brackets in corners)
 * Shop now has pageSlider under carousel
 * Repair all in weapon overview
 * Reload ammo on soldier screen

Maps

 * Airfield: New geometry master for foxholes. Floor is higher and sandbags are higher.
 * Hill Skirmish: Further performance optimizations. Now there are patches of trees instead of a whole forest outside of the combat area.
 * Factory: Added railroad tracks. Part of the track is elevated at Accesspoint A. Part of the track is sunken in a new ditch that extends from Accesspoint A and back a bit in the direction of the game map borders.
 * Mountain Toawn: Added 4 additional bike spawns in the O2 Fuel Depot area.

Build 81377 - R2

 * Fix action clients unable to connect to action server, because some action servers never received start mission command from war server.

Build 81235

 * Various client crash fixes

Strategy

 * Sorting of mission list has changed,
 * active missions are sorted first and they are sorted by city name
 * populating missions are sorted second and they are sorted by city name
 * open missions are sorted third and they are sorted by city name
 * You can see missions with a faction imbalance now, but can't join
 * You can't join full missions (18 vs 18) anymore (bug fix)
 * Better debug information has been added
 * Missions stop sorting when you are using the list (mouse over the list), starts sorting when you move the mouse outside

Known Issues

 * Numbers in mission list of players in a match don't update properly.

Character Controller

 * Characters slide down when standing on slopes steeper than 49°
 * Characters can jump a bit higher to avoid instantly sliding off, giving the same effective obstacle passing ability as before.
 * Bigger coli capsule to avoid sticking clipping through things.
 * Walk/run/sprint speed is lower moving up slopes.

Maps

 * Airfield map: Some small mounds are added at O3 secondary spawn.
 * Airfield: Added a sink in the control tower
 * Airfield: Added a toilet in the control tower
 * Mountain Skirmish: Removed field boundaries, river, small vegetation and detail vegetation outside of the playing area to improve performance.

Vehicles

 * Tank sights are not longer affected by aspect ratio.
 * Tank engine no longer turns off when switching seats.
 * Gun mounts on vehicles are refurbished.

Visuals

 * Conefire tweaked
 * Damaged vehicles have a less dense smoke.
 * Damaged engine steam has been improved.

Sound

 * Added extra destroy sounds.
 * Horn sound for the Civilian Truck has been changed.

Strategy

 * Paratrooper Assault Teams convert to ground units when asked to move away from a battle location.
 * Weapons unlocked as a result of changing career are now refunded once the career is declined after trial period.
 * The mission list has been removed from the Campaign tab. It is now accessed with the Enter Combat button on the Soldiers tab.
 * Buy Soldier tab has been revamped.
 * If you crash or leave an action game before it has ended, you will only be able to enter the battle again with the same character. Every other character can’t join until you lose your grace period.
 * Career progression overview has been added on the Soldier screen.
 * The list of Assault Teams are now in a stack sorted by owner (alphabetically).
 * Added a quicker way of cycling through Soldiers, without stealing the focus from the one you're currently viewing.
 * Matchmaker allows players from tier 1 to join tier 2 missions if they have waited for longer than 5 minutes.
 * Added information about earned credits per rank in the progression overview.
 * Unlocked weapons now appear first in the weapon shop.
 * A progression tree has been added on the Assault Team screen
 * Locked weapons and modifications are now grayed out.

Ribbons

 * The ribbon requirement in the Combat Badge and Weapons window is now clickable and directs to the progression overview of the respective ribbon.
 * Unattained ribbons are no longer shown in grey on the Soldier tab.
 * The ribbon progression bar has been extended to numbers (f.e. 155/1500)
 * Notifications are now sent when a character achieves a new ribbon level.
 * Various adjustments have been made to some ribbons
 * Added damage statistics on ribbons
 * Adjusted ribbon level 1 and 2 so it can be unlocked faster
 * Moved bazooka/panzerfaust to level 1 from level 3 to get Anti Tank weapons in battle quicker
 * Moved pistol unlock to Pilot rank unlock (from ribbon unlock)
 * Moved SMG unlock to tanker rank unlock (from ribbon unlock)

Other

 * Credits, Warfunds and Gold are no longer blurred when other windows are opened.
 * Information about various currencies have been added. By clicking on the currency details will be shown.
 * Message of the Day (Important Messages) are now shown on the loading screen, it's no longer a pop-up.
 * The Client no longer has to re-load upon joining a new war or logging out.
 * New look of the downloading war data and assets screen
 * Added 'Ribbon experience boost' to the buy Veteran Membership window.
 * Weapon shop has been updated with images.
 * Updated action game character movement controller.
 * Flakvierling sights fixed.

Action

 * Fix - Tier 1 players could end up in Tier 2 missions sometimes.

Strategy

 * Fix - AT priority system could at times keep picking the last picked AT type.
 * Skirmish missions now have pre-set spawn locations for defender and attacker of the mission (depending on who controls the accesspoint in the campaign map).

Web Client

 * Users without HngSync installed could not access the strategy game, this grave error has been fixed. Enjoy strategizing at work!

Action

 * Multiple client crash fixes
 * Hitpoints of Sherman, Panzer III, GM Motorcycle and US Motorcycle have been adjusted
 * Enemy accesspoint icon fixed
 * Localization fixes
 * Switch to true fullscreen crash fixed
 * Crash on startup with old graphics hardware (eg. Radeon 1950XT)

Strategy

 * Auto-Generated missions are now correctly removed from the list when they're finished.
 * Requests for the leaderboard data when it was being updated, would result in an error.

Web Client

 * Flash client crash fix
 * All combat-badges are un-equipped on all character. Be sure to re-equip them.
 * Pre-Newgarden paratrooper characters could sometimes be offered tanker/pilot/sniper upgrade. This is fixed now.

Web Client

 * Error fixed with Paratrooper Assault Teams not updating properly in lists and on campaign map
 * Wrong information fixed with weapon modifiers that affected Stability
 * Fixed Client crash when trying to accept updated privacy policy
 * Removed Assault Team intro for now, since the information was outdated

Action

 * Grace Period is now no longer there if you leave an action game normally. Only if you crash or disconnect do you have a grace period

Action

 * Missing coli on a ruin
 * Client crash fix: Related to cheats
 * Client crash fix: Related to exit vehicle
 * Client crash fix: Related to ingame map
 * Assault team slots are now better synchronized with warserver
 * Action game player exit behaviour changed. Grace period only started if player timed out

Strategy

 * Minor visuals
 * Number on equipment slots.
 * Paratrooper update on landing fix.

Maps

 * New Airfield map
 * The terrain size has been lowered from 4km square to 2km square.
 * Expanded gamemap borders
 * New airfield layout: new roads and position of geometry and capture points.
 * Added two new attack lines with new accesspoint positions. New access point capture zones and control point capture zones positions on all lines
 * Each attack line has 1 Accesspoint Capture + 1 Control Point Capture before the objective points.
 * 3 objective points
 * When attackers capture the second of the three objective points, there will be additional time added to the mission timer
 * Destructible windows on "ControlTowerB2" & "Entrance_Building1A"
 * Vehicle spawnpoints have been deleted from all Objective emergency spawn locations
 * added Rowboat on Mountain Map
 * added Railway Signal masts at the trainstation mountain map

Gameplay

 * New ingame map functionality, geometry and shaders
 * Touch up on all in game maps
 * Zoom level added on RMB
 * Hero Iteration (Prone) - removed "CTRL", and added turn animations.
 * Tank assault teams are now always located at accesspoint, they can no longer be located at objectives
 * Disabled sight adjustment on semi-auto rifles.

Vehicles

 * Fixed or made completely new collision meshes for all vehicle setups
 * To help vehicles from falling over SO easily
 * Half-Track_GM_01A now uses Maschinengewehr 34
 * Big Panzerkampfwagen_I_Ausf_A Shader & Texture Overhaul
 * Big Panzerkampfwagen_III_Ausf_J Shader & Texture Overhaul
 * P-38 Lightning Overhaul step 1 of 2
 * Stug III Overhaul step 1 of 2
 * Supply Depot (Ammo/health box) Overhaul & cleanUp
 * Added new SCR 268 vehicle, setup & shaders - Radar 01 - cannot move
 * Added new SCR 584 vehicle, setup & shaders - Radar 02 - cannot move
 * New Track adjustment parameters on all tanks
 * Enter/Exit animations for generic passengers (other than driver and gunner)

Visuals

 * GUI: Player names of friendly non AT member now fades in at 100 m
 * GUI: Highlight key words in GUI / HUD
 * New capture radio, table and setup
 * DX9 light prepass renderer
 * Forward renderer disabled new low quality settings for light prepass
 * Shadows quality slider now actually does something
 * Fixup SLI scaling
 * GPU detection & optimal render settings - Aded code that tries to detect optimal render settings, the first time the game is launched (or when the gfx card has changed)
 * Sun and Moon missing glow fix.
 * German combat uniforms color correct

Sound

 * Nimble character sound setup:
 * Three nimble badge levels:
 * Level 1: Removes foot steps (crouch move has no foot steps, so no effect of level 1 iin this case)
 * Level 2: Removes Level 1 + gear rattle sound
 * Level 3: Removes Level 2 + Clothes against clothes brushing sound
 * Affects crouch move, walk & run sounds. Sounds when sprinting are not affected by nimble badge.
 * Airfield control tower window glass destruction sound.
 * Confirmed server hit sound: Plays a dedicated sound cue when player hits an enemy player. Only one sound will play at a time.
 * The sound is slightly delayed to keep it clear from the shot sound.
 * Engine + tire rolling & Horn/Bell Sounds are now spread across all speakers (except center in 5.1 setups) instead of being 3D positional when player is inside/ in 1st person mode in vehicles
 * Weapon Shot sounds are now positioned at the end of the barrel (as opposed to being play at the center of the weapon, causing unwanted efffects on 5.1 setups in certain situations)
 * New gun shot stereo sounds - Pistol M1911
 * New gun shot stereo sounds - Pistol C96
 * New gun shot stereo sounds - MP 40
 * New gun shot stereo sounds - Maschinengewehr 42
 * New gun shot stereo sounds - M1919
 * New gun shot stereo sounds - M1A1 Bazooka
 * New gun shot stereo sounds - Panzerfaust 60
 * New placeholder sounds for the propaganda sounds coming from the speakers - 2 US speaks, 2 GE speaks and 2 pieces of Kyd's music
 * New sounds for penetrating Light Armor (1st iteration)

Strategy

 * First Blood
 * Ribbon is no longer awarded on completion of First Blood mission
 * Character progression
 * Character Trial
 * New characters can only be of "infantry" type, and they get the opportunity to unlock new character types at particular ranks.
 * When the player accept a new character type, then that character initiates a "trial" period of 3 games.
 * At the end of 3 games, character is presented the choice to keep the new character type. If he declines, then the character goes back to being an "infantry" type.
 * All XP & ribbons achieved during trial period are retained after acceptance/denial of the trial.
 * All unlocks given to the character which are character type specific (for the new type) are removed when he/she declines the trial.
 * Process existing characters for compatibilty with new character unlock structure
 * Soldier Rank progression
 * Tank Crew class unlock
 * Fighter Pilot class unlock
 * Recon class unlock
 * Ribbons Level progression
 * Fog of war
 * Optimization
 * Campaign
 * Added rotation to all battlefield maps
 * Assault Teams
 * ATs are not longer assigned to action game depending on their representation, but on a priority basis. In the following order - Guard, Infantry, Motorized Guard, Light Armor, Anti-Tank Infantry, Motorized Infantry, Medium Armor, Recon, Paratroopers, Tank Destroyer, Motorized Anti-Tank Infantry, Motorized Recon, Fighter Squadron, Heavy Armor, Mechanized Infantry
 * Autogenerated missions
 * Added another GE infantry to autogenerated scenario 2
 * Faction underpopulation bonus, Iteration 1

Mobile Command

 * Map rotations
 * More Access Points added on and around airfields
 * New map images for town overviews (without white boxes)

iOS

 * Minor bug fixes

Android

 * Minor bug fixes

Localization
=Manstein Family Builds=
 * Minor tweaks and fixes

Build 78380

 * Fix crash in decal code, version 2
 * Fix crash when trying to render with uninitialized material
 * Fix consumables not deducted in certain cases
 * Fix spawn menu not showing consumable correct

Build 77530

 * Fix for Fog of War issues where assault teams owned by players would disappear
 * Fixed missing tier check when initiating mission
 * Fixed a client crash when rendering decals

Build 76948

 * Hotfix for Fog of War, mapview issue that broke yesterday
 * Debug stuff to improve data from logging.

Build 76486

 * Fixed login issues becaues of exhausted LDAP connection pool

Build 76231

 * Vehicle collision bugs fixed. Solid objects now 100% more solid

Build 76220

 * Mission details now show resources and assault teams currently in missions. This works for all missions even if you can't see the mission.
 * Fixed a bug where the action game client would hang

Build 75951

 * Fixed some exceptions on the war server

Build 75898

 * Fixed low mtu connections sending more packets than needed
 * Fixed client side prediction for low bandwidth connections
 * Fixed an issue that would cause some action servers to stall
 * Fixed crash in physics on action servers
 * Fixed crash in action client, related to missing state data
 * Made Fog of War visualization less dark.
 * Removed vignette and spotlight effects on Map, to improve contrast.

Build 75759

 * Fix crash due to out of memory in action game
 * Fix unable to resupply weapon modifications

Maps

 * Town: added two civilian truck spawnpoints (one at C2 and and one at A4)
 * Mountain Town: Total revamp: New Terrain files, new Gamemap configuration, and updated BGFX:
 * There is now only one Capture Point between the two Objective CPs
 * New CP locations and spawn points for almost every old CP
 * Includes new Railroad system
 * Removed: Airstrips, Plane refuel logic and Plane ground spawns (all maps)

Gameplay

 * Assault gamemode
 * Defense time now counts at half speed when one objective has been lost or is being captured
 * Defense time stops when both objectives are lost or are being captured
 * All weaponmods have been buffed
 * Panzerfaust now starts with 4 ammo
 * Bazooka now starts with 4 ammo
 * Destruction of fences
 * Destruction works with driving vehicles into masters with destruction now (Fences atm).
 * Destruction of XYZ setup ready.

Vehicles

 * Tank ATs now have equal amount of soldier and vehicle spawn slots
 * Tank Destroyer ATs now have equal amount of soldier and vehicle spawn slots
 * Planes no longer resupply at airfields
 * Lightning automatically resupplies bombs 120 seconds after last bomb is dropped
 * Messerschmidt automatically resupplies bombs 90 seconds after last bomb is dropped
 * Kubelwagen now uses Maschinengewehr 34 with 150 round drums / Changed Localizer names
 * Tank_Destroyer_GM_01A now uses Maschinengewehr 34 with 150 round drums / Changed Localizer names
 * Motorcycle R75 now use Maschinengewehr *animations added.
 * Generic Passenger EXIT/ENTER animations have been temporarily added as sit poses (to avoid "jesus" pose for now... Newgarden will have proper ENTER/EXIT anims)
 * Enter Box work on Sd.kfz 250-3
 * Enter Box work on P38
 * Enter Box work on Bike
 * Driver and front passenger enter exit animations for the "Support_Vehicle_NEU_02A" added.
 * Armor Model
 * If effective armor thickness is below min penetration then the projectile will never ricochet
 * Destruction works with driving vehicles into masters with destruction now (Fences atm).

Visuals

 * Kill messages moved to upper right corner
 * Player names for AT members are always visible
 * Skirmish capturepoint distance always visible
 * Skirmish accesspoint names removed
 * Armor impact feedback moved to its own textfield
 * Armor impact feedback localized
 * FX - Dust trails added to XL and XXL impacts on Asphalt, Dirt, GreyStone, RedStone, YellowStone, Gravel, Concrete, Sand and Default materials.
 * FX - All WoodImpacts tweaked
 * German uniforms receive light in a different way
 * Weather settings 2-9 tweaked.
 * A bit of fog added to all
 * The night settings are a bit brighter - should be easier to see the GM soldiers.
 * Colors are less saturated.
 * Tonemapping have been turned down so it doesn't brighten or darken as much - drawback is that dark interiors remain a bit darker (requested by the art director).
 * V-Sync added to video options
 * FXAA added to video options
 * Terrain LOD has been locked

Sound

 * Armor penetration damage sound
 * Hit indicator v.01 sound - code ready for server hit confirm
 * New gun shot stereo sounds - Gewehr 43
 * New gun shot stereo sounds - M1
 * New gun shot stereo sounds - Karabiner 98 Kurz
 * New gun shot stereo sounds - M1903
 * New gun shot stereo sounds - Thompson M1A1
 * New capture jingles
 * Armor penetration setup:
 * Ricochet: only impact sound
 * Explosion, no penetration : impact + explosion sound
 * Penetration, impact + explosion + damage sound
 * Impact hit indicator setup for characters

Other

 * Veteran membership gives 25% xp boost (Action game)
 * "First Battle" 1500 credit bonus can only happen once per day on your account (e.g.: if you own 5 different soldiers on your account, you should only get the "First Battle" bonus on the first soldier thrown into battle)
 * Partial state network protocol
 * Fixed Memory issue on Window XP

Strategy

 * Warmap is split into grid cells
 * Assault teams have a viewing distance of N adjacent grid cells on each side of their own cell
 * Friendly and enemy assault teams not in these cells are removed from the map
 * Friendly and enemy assault teams that move into these cells are created on the map
 * When an assault team travels, it moves cell only when it arrives on an accesspoint
 * Flying assault teams behave the same way
 * Reinforcements have view distance 0
 * All battles and battlefields and their ownership are shown on the warmap even though they are not in range of an assault team
 * All Assault Team types have specific vision radius
 * If supply units are stuck in a battle en-route to their parent and that battle is won in their faction's favor, then their transportation is automatically started at the end of the battle

Mobile Command

 * Fog of War on both iOS and Android
 * Removed the detail view of the XP of users in the Flash client (it's obsolete since you can gain extra with premium membership, etc.)
 * Updated the Flash client to use new numbers for XP, based on the calculations from the action game
 * Added handling of rotated battlefields on iOS, Android, and Flash. Won't show up until rotations are added in the static data, though.

Android

 * Fixed a bug that caused AT's to stay locked if they were unlocked while the Android app was minimized.

Localization

 * Minor tweaks and fixes

=Leeb Family Builds=

Maps

 * Replaced Train Wagons by the train station in mountain town level

Gameplay

 * Added
 * New US Heavy Tank
 * New Deploy menu
 * Armor Model
 * Damage versus players should be the same
 * Damage versus vehicles redone (Se design doc) (probably still needs some balancing)
 * Weapon variables moved from XSI to static database
 * Ammunition variables moved from XSI to static database
 * WeaponMod definition is now read from static database
 * Explosions now deal damage to gunmounts (bomb vs. flak fix)
 * Armor model tweaks
 * Increased min penetration on all weapons, this makes the random range smaller
 * Made the angle check random range smaller on all weapons
 * Adjusted the damage from large MGs
 * Lowered max penetration on large MGs
 * Increased armor correction angle on all Armor piercing shots
 * Lowered sticky mine damage to armored objects
 * Lowered magnetic mine damage to armored objects
 * Squadleader only available for rank 3 characters and above
 * You can now jump once in spawn protection period (ghost mode)

Visuals

 * New German Recon uniform
 * New US Recon Uniform
 * New Deploy menu Anims
 * New Deploy menu Cloud setting
 * Deploy menu camera setup: T01M01_MediumFrenchVillage
 * Deploy menu camera setup: T02M01_Mountain
 * Deploy menu camera setup: T02M04_AirField
 * Deploy menu camera setup: T02M03_TankFactory
 * Deploy menu camera setup: T02M05_Skirmish (Forest)
 * Deploy menu camera setup: T01M03_Skirmish (Hill)
 * New Flakvierling 38 Texture / Setup
 * New Panzerkampfwagen III Ausf J Texture / Setup
 * New US halftrack model/Textures and rename
 * All vehicles Extra passengers poses have been made generic
 * I have for around ½ of the vehicles moved seats from ground to actual character "floor" - this means that blends should look nicer.
 * Range added to HUD capturepoint icons
 * Grenade physics have been tweaked
 * GE Inf uniforms are less dark now

Sound

 * Bug fixes

Other

 * New network sync
 * New Input system
 * Changed advanced video options menu.

Strategy

 * Added US Heavy Armor Assault Team
 * If an accesspoint has been captured and is still owned by the capturing team then it will not be possible for the warserver to change the owner of the accesspoint.
 * AT movement can now accept an accesspoint or a battlefield as a target
 * AT can be moved to another accesspoint on the same battlefield
 * ATs take 1 sec to travel between 2 accesspoints on the same battlefield
 * Movement speed of supplies is dependent on their parent type
 * Added movement from Accesspoints for assault teams
 * Capital markers are now behind cities and accesspoints
 * ATs warfunds reward formula has been modified.
 * Participation bonus for an AT is dependent on its type
 * Victory bonus for an AT is dependent on its type
 * New Auto Generated Mission Assault Team Setup
 * Huge performance optimization for Flash Client (int64)
 * Added handling for Pershing Heavy Armor Assault Team (Ribbons, upgrades and resupply)
 * Loading Screen for Campaign map added

iOS

 * Fixed a bug in the iOS client that would cause it to crash on login due to the nicks of users in joined chat channels
 * Added the ability to move to specific access points on both platforms
 * Added backend handling of fog of war, not currently enabled
 * Fixed some graphical issues caused by AT's being moved instead of teleported between accesspoints on a battlefield.

Android

 * Added the ability to move to specific access points on both platforms
 * Added backend handling of fog of war, not currently enabled
 * Fixed some graphical issues caused by AT's being moved instead of teleported between accesspoints on a battlefield.

Localization
=Keating Family Builds=

Bug Fixes

 * Fixing issue with login
 * Streamlining First blood/Warserver communication

Bug Fixes

 * Problems with server not responding to login requests and not being sluggish in general

Bug Fixes

 * Bug Fix - lost resources are not converted correctly for the faction capturing them
 * Bug Fix - request to resupply ATs with "men" type resources (for eg. infantry, tank crew, etc) fail
 * Bug Fix - request to resupply ATs with vehicles can sometimes be processed with the enemy factions vehicles, which in turn make ATs un-movable

Bug Fixes

 * Fixed bug where player tier sometimes wasn't calculated correctly when a player gets to rank 3
 * Fixed an bug where battles participated wasn't incremented when a battle was won
 * Fixed bug with players joining missionsession not running on a server

Bug Fixes

 * Action game can sometimes crash during heavy load on the warserver
 * Warserver optimization on how it stores war statistics
 * Fixes for metrics storage

Bug Fixes

 * Squad matchmaking - Unable to launch action game client bug fixed
 * Fixed AI weapons (First blood)
 * Removed decals on bone animated objects

Bug Fixes

 * Action game FPS performance fix
 * Screen resolution bug fix
 * Match-making bug fix
 * Action server crash fix, related to player join on shaky connection.

Maps
All changes listed relate to T01M01 Town Map
 * Terrain:
 * New Terrain heightmap (= new topography with many local and some major changes).
 * Spawn points and geometry outside town adjusted to new topography
 * River bends differently towards its three exit points
 * River bank is generally flatter and not so steep.
 * New river plane material.
 * River plane stretches 3 map sizes extra in each direction
 * Updated terrain modifier mesh at B1, B2, D1, B2, B3, E4, Barn between B2 and C2, forest area between B2 and B3
 * New terrain modifier mesh: by Stone Bridge entry (attacker side), at C4, A2, C2, E3.
 * Replaced some terrain modifiers with heightmap between D1 and D2, D2 and D3, C2 and C3.


 * Surface:
 * New terrain shader (textures blend, and differently at specific distances, new texture colors)
 * All mask positions altered throughout (ground texture and small vegetation does not have identical placement as before, and in re-designed areas they might be completely different)
 * New layout for all corn fields and their field boundaries.
 * Field boundary mounds have different shape.
 * Forest has been pulled closer to river bank all over, including:
 * on the attacker side of stone bridge, both west and east of the road
 * on the attacker side of river crossing, both west and east of the road
 * on the west side of south iron bridge. It also continues further west now.


 * Re-designed areas:
 * Between A2-A3: more hills, ditches and bushes, bigger forest area
 * Behind the church: more forest and less steep hill toward river in the south.
 * E-line: On the west side of river crossing, around E3, the terrain has gotten some variations on both sides of the road and onwards toward the river, and the road leading down to the E3 capture is steeper. The capture point has some new geometry, like barrels etc.
 * Terrain between B2 to B3 is more bumpy.
 * Added some islands south of the village (at the tip of it) and attached two submerged river-crossing terrain modifiers from the west of south iron bridge. The terrain has been sunken a bit at the river bank in a direction from C2 and the forest opens to reveal the island entry area."


 * Misc:
 * Road by C3/South Iron Bridge Head aligned with bridge.
 * Foxhole by Stone bridge attacker side has been removed
 * 3 lines of shrubbery along river bank at stone bridge and river crossing, Attacker side.
 * Scattered small rocks in the terrain are added and masked out in action areas
 * ICE compounds have been updated to the latest versions. This means that instances of Rocks, Trees, Vegetation, Fences (might) have new positions.
 * Fences along C line have collision once again.
 * Fences along C line have been split into two to allow vehicle entry at C2.
 * New ladders on houses at A3, B3, C1, C3.
 * Added fortifications and road blocks on both sides of Iron bridge
 * Removed stairs leading up from B4 towards church.
 * A4: Gasoline pumps have been moved to outside A4 capture building at service station
 * A4: Capture building interior has been changed


 * Changed Capture Point zones to:
 * A2 Barns: 2 barns and area between - surrounded by fence
 * A3: house entire 2 floor
 * B2: barns **both of them and small space between them
 * B3: house entire 2 floor
 * C2: Barns: Both barns inside ground - and the court in between them
 * C3: Bridge Head House: house entire 2 floor
 * D2: Barns: All 3 inside - and the court between them
 * D3: RuinWest: All of the ruin is capture now, not just small room by radio
 * E1: Farm House: 1st and 2nd floor
 * E3: Barn Forest Ford: Barn and small shed next to it
 * D4: Stone Bridge "Basement AND ground Floor"
 * C4: Iron Bridge town house: new house with new door, and capture is now in 1st and 2nd floor - not the attic
 * B4: Pontoon Bridge House City: new house with new door, and capture is now in 1st and 2nd floor - not the attic.
 * Emergency spawns behind the church have been moved south into the (new) forest bend.

Gameplay

 * New Bicycle setup & rename to Support_Vehicle_NEU_01A
 * New Bicycle Textures
 * New Damage Indicator
 * Team color is now Yellow not green
 * New Progress HUD for all game modes
 * Added 9 different vehicle accessories such as Tents, tarpaulin and boxes
 * Squad Leader Icons changed to triangle
 * Character name now displayed instead of Rank in Player GUI
 * Use native desktop resolution when starting the action game for the first time.
 * Low tier players cannot join high tier missions.
 * Low tier player cannot initate missions.

Visuals

 * Explosion_Personel_Mine optimized and tweaked + added shockwave to HandgrenadeExplosion
 * WaterExplosion optimized
 * ArtilleryExplosion optimized and tweaked
 * MortarExplosion added
 * WaterExplosion optimized
 * ArtilleryExplosion optimized and tweaked
 * TankExplosion tweaked
 * Damage: Explosion timing fixed
 * Damage: Fires now all start after 90% damage.
 * Fixed bug about explosion effect looping on Stug III
 * Panzer III - fixed damage fires so they all start past 90% damage
 * Optimized all bullet impacts
 * Aerial Bomb tweaked
 * UI
 * Updated Assault gamemode progress
 * Updated Skirmish gamemode progress
 * Updated Firstblood gamemode progress
 * Restored MG42 and Browning ammo belt setups (internal stuff)
 * Animation moved outside skeleton.... Resources externally and in new folder structure

Sound

 * Bug fixes

Other

 * Metrics and stat updates
 * Fixed destruction (might be the reason for missing collision geometry) (only on demomap though)

Strategy

 * Battle System
 * If the defender wins a mission, ATs for attacking faction will retreat from the battle location
 * Added tier based match making
 * Links are now disabled as default in chat. Go to options to enable them again
 * Added Tier change notification
 * Mission Details only show assault teams in the mission, both numbers and on minimap if possible.
 * Mission Details don't show AT's graphically if they don't have their primary resource
 * Added 2 minute delay before match making starts populating for true missions
 * Mission list excludes high tier missions for low tier players (at the moment that means all missions but low tier skirmish missions).

iOS

 * Battlefield search
 * Performance improvements

Android

 * Battlefield search
 * Performance improvements

Localization

 * Minor updates.
 * New strings added.

=Jefferson Family Builds=

Build 70480

 * Performance fix for action servers

Build 69987

 * Fix for exceptions that do not let certain server operations to finish

Build 69712

 * First blood crash fix
 * A gameover actionsserver -> warserver communication bug fix
 * Action server no longer throws a player off his assaultteam if the assaultteams accesspoint is being captured. It does it when accesspoint has been captured
 * Fixed crash in multimarkers, removed traces.
 * Cleaned up some code for moving Assault Teams (redundant calculations).
 * Fixed bug with Squad matchmaking not launching client for non-leader.
 * Removed a couple of news

Build 69634

 * Fixed a bug that, under certain circumstances, caused inactive battles to never autoresolve
 * Network buffers increased to handle greater state sizes
 * Character Initialization code moved
 * Backup of characters and weapon state data from disconnected player stored differently.
 * Bug that allowed griefers to lag server out fixed
 * Player removed from lobby on a non-started mission if they disconnect.
 * Fixed a bunch of crashes.

Maps

 * Spawn Delay Tweaks
 * Air spawn distance delay now 20 sec
 * Infantry distance delay now 2 sec per link
 * Tank distance delay now 5 sec per link
 * All other vehicle spawn now 3 sec per link
 * Terrain updates and polish

Gameplay

 * Ducking/Shielding in "hatch" seats and Hatches animation on going from outside to inside and vice versa.
 * These vehicles are affected:
 * M5A1_Stuart
 * Stug_III_Ausf_F
 * M4A3E8_Sherman
 * Panzerkampfwagen_I_Ausf_A
 * Panzerkampfwagen_III_Ausf_J
 * Panzerkampfwagen_VI_Ausf_E
 * Pick me up whistle mechanic - Press 'f' and your character will whistle if no other action is available
 * When whistling an icon will apear over head for all friendly drivers close by
 * Equipmentpoints tweaks
 * LMG a little more expensive
 * Bolt action a little more expensive
 * Action game character code rewriten
 * Support for consumables, e.g grenades and mines
 * Anti-Grief
 * Vehicle hatch code updates to correspond with animation requirements
 * Metrics clientdevice added
 * Fatigue tweaks
 * Base run fatigue use lowered
 * Base jump fatigue use lowered
 * Assaultteam rule changes
 * To accomodate the new battle system all defending assault teams, except fighter squadron and paratroopers, start at the objective
 * Fighter Squadron can no longer spawn on foot
 * Armor assault teams can no longer spawn on foot
 * Tank destroyer assault teams can no longer spawn on foot
 * Character will now perform a barrel roll if the hit the ground at medium velocities (high vel kills)
 * It should be possible to drive into people at low velocities without killing them
 * New network code for setting pushlatency (net.newPushLatencyCode enabled per default)
 * Armor fixed on all hatches
 * Anti grief on Mountain. Terrain. <- (Meaning, more spawnpoints? - Rune)
 * Anti grief on medium french. Terrain.

Visuals

 * LOD on houses all levels - except House_1A_Ruin, House_1D
 * Fuel pumps: Medium French T01M01 (texture and shader still needs tweaking)
 * Fake ambient occlusion on particles
 * Guns emit casings
 * Tracer fixed on Panzer III Coaxial. Tracer color orange tweaked.
 * Tracer mapping for Sherman fixed.
 * Cannon tracer color orange tweaked
 * MuzzleFlash and Tracer now mapped correctly on Springfield_M1903
 * Cannon 37mm full explosion set - not yet tweaked
 * 76mm and 50mm cannon AP_Armor_Hit explosion added
 * 37mm cannon AP_Armor_Hit explosion added
 * GroundExplosion for all caliber cannons tweaked (added sparks)
 * All caliber cannons AP miss explosion tweaked
 * Default HE explosions for all caliber cannons added
 * HumanImpacts BloodDust color a little darker
 * "MuzzleFlash_Medium_Smoke a little darker"
 * Explosion_HandGrenade fully optimized
 * Explosion AP_Miss and AerialBomb fully optimized
 * Explosion_Tank fully optimized
 * Explosion_GroundImpact and Explosion_AP_Miss fully optimized
 * Explosion_GroundImpact_88 fully optimized
 * Explosion_GroundImpact_76mm+50mm fully optimized
 * Explosion_GroundImpact_37mm fully optimized
 * Explosion Medium + Large Vehicle fully optimized
 * Explosion SmallVehicle fully optimized
 * Explosion Wall_Grey + AP_Armor_Hit fully optimized
 * Explosion_Vehicle_Mine optimized and tweaked + Bazooka Explosion_AP_Hit re-mapped
 * Hafthohlladung H3 - Arm and Deploy 1st person animations
 * Weapon neutral poses. after firing a weapon *the "correct" state of the weapon is achieved (ex : bazooka new grenade is ready in back of barrel, C96 hammer is cocked etc.)
 * The wepons that have physical check posibilities are: Bolt-action rifles (w/wo scope), Bazooka, pistols, SMGs
 * Sit and duck in passenger seat of SDKFZ - fixed (you used to be able to see through geometry of the vehicle)
 * Exit WLA_1942 fixed (used to exit on right side but end up on left... now both are on the right side.)
 * Enter Exit P38 lightning mocked up
 * New HUD
 * Health area
 * Ammo area
 * Vehicle area
 * Top 3 other player in vehicle added
 * Own death messages moved to middle
 * New Transport plane models and base Textures.
 * Sturmgeschütz_III is now called StuG_III_Ausf_F and has new textures and setup
 * New Health / Armor / Fatique / Rank HUD. (Lower left corner)
 * New Sherman Tank setup & Textures
 * New Weapon / Ammo HUD (Lower right corner) All Ammo types are also displayed
 * New M18-Hellcat setup and masters
 * Clouds V2
 * Clouds always enabled
 * Adaptive resolution disabled

Sound

 * 3d panning on selected explosions - first iteration of setup (bombs from planes,tank grenades, rocket grenades, hand grenades)
 * Selected sounds are, over time, blended from a 3d point source to a non positional/directional sound with preset speaker volume levels.
 * The preset volume levels are attenuated with regards to distance by the overall lowpass filter already applied to all positional sources. The effect of this is 'fuller' explosion sounds that will surround the player. In addition this leaves the low frequency rumbling part of the tail of the explosion audiable on far away explosions creating a nice effect of distant war. This was previously lost as a result of the general attenuation applied to all 3d sources.

Other

 * Updated LOD creator tool for David to use for new LOD's. beware of possible overuse of texture memory (David and Anders have been 'tweaking' to bitmap sizes)
 * Added 'refill' button to grenades/mines
 * Added '+/-' buttons for adding/removing ammo on rifles, MG, SMG and pistols (+1 = adds another 'pouch of clips', -1 = removes 1 pouch of ammo. Minimum 1 clip)
 * Updated Rename windows for character/weapon/assaultteam
 * Major updates/optimization to campaignmap ..
 * Fixed memory-overuse-bug when using the fire as battlemarkers on the campaignmap

Strategy

 * New "Battle System"
 * Every airfield and factory on the campaign map now has at least 2 access points
 * Added anti-grief system
 * Added new autoresolver
 * Squad matchmaking added to the game
 * ATs available in a mission are no longer the first 12 teams, but counted so as to satisfy 18 spawn slots on each faction, per accesspoint (if enough ATs are available). For example *3 ATs with 6 spawn slots or 6 ATs with 3 spawn slots from each faction per accesspoint.
 * ATs available in the action game have a 75% probability of being the most represented type (per accesspoint) in the mission
 * ATs available in the action game have a 25% probability of being the least represented type (per accesspoint) in the mission
 * Auto-resolver and action game share same logic to pick out ATs, but operate on different ATs - so action game resources are preserved between auto-resolving sessions
 * Losing ATs in a mission are undeployed, but keep their remaining resources (without any penalty)
 * Winning a battle gives "defender" status in the next mission on the same town
 * Missions are spawned automatically whenever ATs of enemy factions meet *Skirmish mission when enemies are present on an accesspoint, Assault mission if enemies are present on the a battlefield
 * Transport logic for the game has been modified *now ATs can only be placed on accesspoints
 * Transport logic for flying ATs has been modified to be compatible with new battle system (planes & paratroopers move to accesspoints)
 * Moving AT(s) to a town with no enemy ATs, allows the faction to capture ALL accesspoints on the town
 * Collective retreat feature is not available anymore, players can individually drag ATs away from a battle (except those that have been selected for action game only)
 * Supplyline occupation has been simplified *only supplylines connecting two friendly accesspoints are captured
 * If a mission scenario only has fighter planes, then it automatically gives victory to the other faction
 * WarServer is now recording metrics about players, their characters, and assault teams
 * WarServer code has been optimized to use native objects for assault teams
 * WarServer sends delete communications only to clients who need them
 * Bug Fix *Supplies are not created when they cannot travel to the destination, and they do not spawn at embattled locations
 * Campaign bonus for battles for participation
 * Campaign bonus for battles for victory
 * AT movement speeds are not uniform anymore - For eg. Mot. Infantry moves at 2x the speed of Infantry and Mech Infantry is just slightly slower than Mot. Infantry (more details here
 * Paratrooper ATs lose their transport planes when they move to a friendly airfield
 * Optimization: Assault Teams are now using CommandNodeWarInstance and CommandNodeDefinition Objects (this reduces traffic to client from server)
 * Soldier Slots are now purchased through a popup
 * Showing soldiers on opposite faction option has moved to options screen
 * Soldier list and equipment overview now fades in and out
 * Progress bar added for Assault Team XP
 * Mission Details now show players in mission and ping
 * Assault Team List updates properly and also resource updates
 * Rework of Campaign Map, Assault Teams and Multimarkers + what's visible and when
 * Re-enabled Playerstats and leaderboard
 * Created a new web admintool
 * Converted warmap editor to int64
 * Fixed bug on rank calculation on new assault teams
 * Removed HasBeenDeployedForFree table and added this information to the CommandNodeWarInstance
 * New shop renders and cleanup of unused images
 * Added backend support for weapon clip count adjustment
 * Added backend support for weapon condition (use of grenades etc..)
 * Added backend support for match making party / party info

iOS

 * Updated storage of user credentials to use better security
 * Both platforms: Added detail view of battlefields on max zoom level, and battle indicators for skirmishes on access points
 * Users can now deploy Assault Teams
 * Assault Teams can now be resupplied
 * Assault Teams that lack supplies cannot be selected for movement anymore
 * Optimizations to rendering, multimarkers when AT's are stacked
 * Users can now view the total troops on each side for battlefields and individual accesspoints (accessed by tapping a battlefield, then tapping access points)
 * Added cooler battle indicators.

Android

 * Updated storage of user credentials to use better security
 * Both platforms: Added detail view of battlefields on max zoom level, and battle indicators for skirmishes on access points
 * Multimarkers when AT's are stacked (To be done in the days after the 29th)
 * Users can now deploy Assault Teams
 * Assault Teams can now be resupplied
 * Fixed some AT movement bugs where depleted AT's looked like they could be moved (and in some cases, could)
 * Fixed a critical issue that would cause the application to hang on load for devices with Android version below 3.0

Localization

 * Minor updates.
 * New strings added.

=Irwin Family Builds=

Build 66395

 * AT XP is NOT bugged. Experience points required to level up have been raised overall, and its intended behavior that reaching level 1 will take approximately 25 battle victories.
 * Debug: More debug info about Axis resupply issues

Build 66200

 * Fixed: Flash crash due to high memory usage. The Fix was to remove ranking and xp information on the campaign for now. We are bringing it back at a later stage.
 * Debug: More debug info for Sidney action servers.

Build 65943

 * Fixed: Player statistics not shown correctly.
 * Fixed warfunds earning in strategy game issues.
 * Fixed 2 Action Game crashes
 * Duplicate Assault Teams no longer shown
 * More debug stuff added to debug problems with Sidney server.
 * Fixed chat channel creation bug

Build 65757

 * Fixed a lot of bugs regarding action server crashes
 * Fixed bug with missing stats upload

Bugfixes

 * Heavy breathing fixed
 * Fixed undeployed teams on war map
 * Removed "modify" button on weapons that can't be modified
 * Veteran members Warfunds now also get 50% bonus on earned warfunds
 * Fixed bug with multiple windows when renaming/deleting characters
 * Fixed leaderboards error
 * Fixed crash in Spanish version of the game
 * Fixed texture and collision inside a building on factory map
 * Fixed error when adding new player stats

Major updates

 * Warfunds added, Assault Teams earn warfunds by fighting and spend them on supplies
 * No longer possible to convert gold to credits, but most items can be bought with gold directly
 * German semi-automatic rifle Gewehr 43 added as default German rifle weapon
 * US unscoped M1903 bolt-action rifle added as secondary US rifle
 * Mobile Command for Android (and soon) iOS now allows you to move assault teams and join wars
 * First iteration of character equipment system added

Maps

 * Bug fixes and tweaks
 * Ground spike fixes
 * Hovering stairs fixed
 * Bicycle spawn
 * Clean-up, refactoring and preparation for new tools

Gameplay

 * Player stats are uploaded when a player exits a match.
 * If a player can't join any assault teams the game will end for him
 * Ammo crates now require an action to use and they only replenish your current weapon
 * Spawn delay now depends on, weapon manageability, weapon rarity on assault team, distance to assault team, spawn type and a penalty for committing suicide
 * Fatigue drain from running depends on a players equiped items
 * The amount of ammo you spawn with is now controlled by the warserver
 * The allied rifles that spawn in the level are now unscoped M1903 instead of Garands
 * Picking up a weapon replaces your currently equiped weapon
 * Ladders reworked and improved
 * 3rd person character aims in prone
 * New Springfield & G43 Rifles
 * No weapon sway after harsh turns for recon rifles resolved.
 * Increased timeout for players getting into the action game to 2 minutes.
 * Axis paratrooper now starts with a G43
 * Fixed various issues with switching to/from fullscreen in action game
 * Disabled Alt-Enter switching to/from fullscreen due to hanging issues
 * Fixed option save of fullscreen/true fullscreen flag

Visuals

 * Tonemapping center weighted
 * Changed all weapon paths and masters
 * Applied Diffuse, Specular and normal maps to all weapons
 * New Textures for Stuart and Panzer I
 * New Player GUI
 * New Weapon images for shop
 * Animation for Weapon "Gewehr 43" (both the character and the actual weapon).
 * Animation for Weapon "Springfield M1903" (both the character and the actual weapon).
 * Climbing on ladder Animation added (3rd only)
 * Weather settings tweaked for new center weighted tone mapping prioritizing. (Should help minimizing overburn from having dark rifles and closeup trees at the screen edges *also in regards to the dark scopes).
 * Weapon "Gewehr 43" (LOD0 model, LOD1 model, Textures*Normal,Diffuse,Specular).
 * New Tracer designs (Not cannons yet)
 * New Tracer mappings (New temporary convention: yellow to red)
 * Reduced Plane smoke particle count and lifetime, and reduced number of smoke emitters from 6 to 4
 * Panzer VI MuzzleFlashes tweaked
 * Added MuzzleFlame to all Tank Cannons
 * New deflective sparks added to all caliber HE and AP Armor_Hit explosions and Armor_BounceOff explosion
 * MuzzleFlashes on Anti Tank weapons tweaked (Muzzle flames added)
 * DefaultImpact brightened up a bit
 * Smoke trail for Bazooka/Panzerfaust tweaked
 * Various muzzle flashes reassigned and tweaked. Added muzzle flashes specifically for airplanes.
 * New MuzzleFlash for 37mm, 50mm, 76mm and 88mm Cannons
 * HullDust colors tweaked
 * Damage: Engine steam particle number reduced, grows more and time out faster
 * Numerous bugfixes on lights, lamps and weather settings
 * Stopped masked gui objects flickering.
 * Psychedelic look of weather-setting 4 on low graphics resolved
 * Fixed 1st person showing low res version of weapons
 * Fixed shadow acne issue for AMD
 * Fix shading issues with water and fog
 * Fix shading issues with glass and fog
 * Fix grass rendering too bright in low quality mode

Sound

 * 5.1 surround sound was 180° only
 * Sound effects for the two new rifles, the Gewehr 43 and the Springfield M1903 unscoped version.
 * fix for missing reload sound on some tanks
 * fix preventing quad/vierling from constantly playing operating sound

Other

 * All servers record every match, need to test the file sizeof a proper 18 vs 18 match
 * rearranged a lot of action game code. we need to test connect/disconnect/reconnect
 * Improved localization support

Strategy

 * Triple Currency 'Warfunds' - ATs earn in battle and spend on resupply
 * Price adjustments
 * Soldier screen revamped
 * New pricing system
 * Added new Battlefields to the campaign warmap
 * A lot of bugs fixed
 * Assault Team income added
 * Localization added in many places
 * Fix combat ribbon bugs in Bicycle, Panzer I, Stuart and Panzer III
 * Add new Combat ribbons for M1903 and G43
 * Deployment button shown for destoyed supply units in AT list
 * Flash client did not properly stretch at 1360 x 768 resolution
 * Fix bug for jumpy mission list. Mission list no longer re-sorts when mouse pointet is inside list area
 * Included ping time in warning when user tries to initiate a mission but another user got there first.
 * Flash client error messages localization
 * Mission type displayed an localized in lobby
 * Fix that prevents a ping time of zero to be written to hosting center info when ping  request fails
 * Displays a warning and aborts if a client has no acceptable hosting centers when trying to initiate a mission
 * Character list on campaign screen is now sorted

iOS

 * Added the ability to join a new war, and choose a faction.
 * Users may now move Assault Teams, start battles and retreat from them.
 * Greatly improved the loading time, though more is to come.
 * Added non intrusive and easily dismissed explanatory messages - go to the Settings app to enable them always showing.
 * Optimized some drawing code for AT's, should help RAM usage a lot.
 * Moved the administration of login credentials into the iOS settings app - go there to reset or remove your credentials.
 * Removed UI pertaining logout, and removed the ability to use the app without logging in.

Android

 * Added the ability to join a new war, and choose a faction.
 * Users may now move Assault Teams, start battles and retreat from them.
 * Added some explanatory messages regarding the movement functionality.
 * Moved the administration of login credentials out of the app, reset data to delete your credentials (the app will get a section in Settings soon).
 * Removed UI pertaining logout, and removed the ability to use the app without logging in.
 * Fixed up reconnection when the connection is lost.
 * Replaced the Menu button with a chat button, since the Locate functions have moved into the movement menu and the Logout was disabled.

Localization

 * [ALL] - FPS - Both sides - Clipped text when soldiers capturing/neutralising 4 or more points.
 * [ALL] - FPS - Both sides - unlocalized stats screen when pressing F5.
 * [ALL] - Main menu - Both Sides - Characters - Equipment headers - Clipped special characters.
 * [ALL] - Main Menu - War Bonds Purchase Window - overlapping purchase button.
 * [ALL] - Tutorial - Both sides - Completion of 5th objective - Unnecessary instruction with variable displayed on screen.
 * [FRE] French text too long on two buttons.
 * [FSRCP] - Login screen - Clipped buttons - Register for Beta / Forgot Password.
 * [RS] - 1024x768 Resolution - Main Menu - Characters - Main Weapon - Modification Stats - Clipped lines.
 * [RUS] - Action Game - Action HUD - Squad Leader - Cut-off text.
 * [RUS] - Action Game - Spawn Menu - "Change" button - Cut-off text.
 * [RUS] - Assault Teams - Infantry - Motorized Anti Tank Infantry - Overlapping text.
 * [RUS] - Login Screen - Clipped text.

Bug Fixes

 * [Gfx - Vehicles] Blocked view when zoomed in on the Hellcat.
 * [Gfx - Visual Effects] No bullet impacts shown on all surfaces.
 * [Gfx - Environment] Cornfields glowing brightly.
 * [Gfx - Environment] Rocks with no collision are being abused to kill people.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Davids bridge - Missing LOD between close & far LOD.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Missing colliders on table @ police station.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - prop - barrel standing inside stairs.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Props - HeaterElement - issues with LOD/BoundingBox.
 * [Gfx - Environment] T02M01_Mountain - House1A_ruinA - roof gap.
 * [Gfx - Environment] T02M01_Mountain - Platform at FuelDepo - Platform flickering + Crate sunk into platform..
 * [Gfx - Environment] T02M01_Mountain - props - PipeConnector - missing coli.
 * [Gfx - Environment] T02M01_Mountain - Small shed with sandbags - Most of them are lifted above the ground.
 * [Gfx - Environment] T02M01_Mountain - TrainStation - LOD - Placement - Texture issue.
 * [Gfx - Environment] T02M03 Factory - Hall A - Rail on roof - missing texture and endings..
 * [Gfx - Environment] T02M03 Factory - props - wires hanging out from wall - gap.
 * [Gfx - Environment] T02M03 Factory - WatchTower - Missing Coli.
 * [Gfx - Environment] T02M03_TankFactory: Hovering wooden box.
 * [Gfx - Environment] T02M03_TankFactory: Hovering wooden boxes.
 * [FPS - Vehicles] T01M03_Skirmish - Cap Point C - The shed of death.
 * [FPS - Vehicles] T02M01_Mountain - Near NE runway - P-38 Lightning spawn on ground overlapping shed.
 * [FPS - Graphic] First Blood - "Objective: Destroy %d Enemy Fighter Plane".
 * [FPS - Graphic] First Blood - Machinegunner (grenade target) gets stuck behind APC.
 * [FPS - Graphic] First Blood - Tutorial - Text "Kill 0 planes" if you shoot the plane down before you're supposed to.
 * [FPS - Graphic] FPS - Graphic - chimney edge is transparent when seen under below.
 * [FPS - Graphic] FPS - Graphic - LOD issue with barrel on Stug.
 * [FPS - Graphic] Haystacks have large white areas - low quality.
 * [FPS - Graphic] House4D_PoliceStation_front - shattered ceiling decoration alignment.
 * [FPS - Graphic] Shadows - strange shadows appear with specific settings.
 * [FPS - Graphic] Shed_Camouflage_A_0 - two bolts missing.
 * [FPS - Graphic] Stable01 Build: Guderian - 61090 minor LOD issue.
 * [FPS - Graphic] T01M01_MediumFrenchVillage - Healthbox sunk into ground.
 * [FPS - Graphic] T01M01_MediumFrenchVillage - house window inside roof.
 * [FPS - Graphic] T01M01_MediumFrenchVillage - House2C - prop door sticking through outer wall.
 * [FPS - Graphic] T01M01_MediumFrenchVillage - Large white house - difficult to go down both sets of stairs inside.
 * [FPS - Graphic] T01M01_MediumFrenchVillage - missing texture roof window.
 * [FPS - Graphic] T01M03_Skirmish - barbed wired fence into sandbags.
 * [FPS - Graphic] T01M03_Skirmish - cappoint c hovering.
 * [FPS - Graphic] T01M03_Skirmish - coli too small.
 * [FPS - Graphic] T01M03_Skirmish - roadblock placement.
 * [FPS - Graphic] T01M03_Skirmish - sandbags misplaced.
 * [FPS - Graphic] T01M03_Skirmish - tree stump has render issue.
 * [FPS - Graphic] T01M03_Skirmish: Barrels "burried" in ground.
 * [FPS - Graphic] T01M03_Skirmish: Issues with strange Shadows occuring.
 * [FPS - Graphic] T01M03_Skirmish: Tree stump placed inside fallen tree.
 * [FPS - Graphic] T02M01_Mountain - House8A - You can see behind the building through windows.
 * [FPS - Graphic] T02M01_Mountain - House8D - Missing handrails on doorsteps.
 * [FPS - Graphic] T02M01_Mountain - House8D - You can see behind the building through windows.
 * [FPS - Graphic] T02M01_Mountain - TrainStation - LOD footpanel on little red shed.
 * [FPS - Graphic] T02M01_Mountain - Trainstation - support beams on added roof LOD's out too fast.
 * [FPS - Graphic] T02M01_Mountain - Wooden beams goes through outer wall.
 * [FPS - Graphic] T02M03 Factory - stairs leading to roof - gap in rail.
 * [FPS - Graphic] T02M03 Factory: Props - Handrail x2 floating and missing texture.
 * [FPS - Graphic] T02M03_TankFactory - hovering crates.
 * [FPS - Graphic] T02M03_TankFactory - Missing textures on back and on top of some ladders on low detail.
 * [FPS - Graphic] T02M03_TankFactory - red text visible as texture.
 * [FPS - Graphic] T02M03_TankFactory - Tree logs floating.
 * [FPS - Graphic] T02M03_TankFactory - wooden box half way through floor.
 * [FPS - Graphic] T02M03_TankFactory - wooden plank leaned onto pipe.
 * [FPS - Graphic] T02M04_AirField - control tower - missing textures.
 * [FPS - Graphic] T02M04_AirField - control tower building texture flicker on ceiling.
 * [FPS - Graphic] T02M04_AirField - control tower front door gaps.
 * [FPS - Graphic] T02M04_AirField - control tower misplaced ceiling.
 * [FPS - Graphic] T02M04_AirField - control tower stairs flicker.
 * [FPS - Graphic] T02M04_AirField - Missing coli on antenna mast.
 * [FPS - Graphic] T02M05_Skirmish missing collis in stone prop.
 * [FPS - Graphic] Taking damage/dieing falling of pipe in Factory.
 * [FPS - Graphic] Vehicle - Sturmgeschütz III missing several textures.
 * [FPS - GUI] GUI - Soldier - Parachute indication visible when on ground.
 * [FPS - GUI] T01M03_Skirmish - capturepoint letters missing on map.
 * [FPS - Other] Character avatar replaced with "image not found" message.
 * [FPS - Other] T01M01_MediumFrenchVillage can't run over stairs.
 * [FPS - Soldier] T01M03_Skirmish - falling damage on stones.
 * [Code - Gameplay] "Leaving combat area" - warning shown when landing plane in water.
 * [Code - Gameplay] Cannot leave Squadleader-mode when character has no weapon.
 * [Code - Gameplay] Inconsistant XP points granted.
 * [Code - Gameplay] Fixed landing with chute in a river causes "parachute freefall time" to be counted endlessly.
 * [Code - Gameplay] T02M01_Mountain: "Winged" paratrooper cannot spawn when defending.
 * [Code - Gameplay] Warfunds not awarded as expected in FPS.
 * [Code - Rendering] Shadowmap artifacts on ATI.
 * [Code - Strategy] Assault Teams - Can't manually move a resupply unit.
 * [Code - Strategy] If you redeploy your AT's after a new war has started, it should be free.
 * [Code - Strategy] Planes trying to move to wrong battlefields.
 * [Code - Strategy] Weapon modifications: Rounding repair costs down to 0 enables free repair.
 * [Code - Vehicles] Spawning in MobileSpawn while invis and vehicle dies = sends character to 0,0,0.
 * [Code - Weapons] Multiple stacks of mines / grenades cannot be used.
 * [Design - Action Game] Chainbug: Game mechanics prevent paratroopers from spawning.
 * [Design - Action Game] Chainbug: Possibility to equip no weapons causes squadleader problems.
 * [Flash - Assault Teams] Assault Teams - name missing on campaign map.
 * [Flash - Assault Teams] Assault Teams - price-boxes for resupply appear when supplies are already bought.
 * [Flash - Assault Teams] Assault Teams - reinforcement needed for newly upgraded ATs.
 * [Flash - Assault Teams] Assault Teams with more than one resource type corrupting AT screen display.
 * [Flash - Assault Teams] Flash - Assault Teams - no validation when buying reinforcements.
 * [Flash - Assault Teams] Hax tutorial: How to harvest warfunds without ever reinforcing.
 * [Flash - Assault Teams] Reinforcements are free if the AT is placed at HQ.
 * [Flash - Assault Teams] Renaming an AT costs credits instead of warfunds and buttons are misaligned.
 * [Flash - Assault Teams] Wrong message mixing gold with warfunds when buying an AT.
 * [Flash - Campaign] Flash - Multimarkers remember pagnition from last displayed town..
 * [Flash - Characters] Axis paratrooper default equipment is K98 while Allied is M1 Garand.
 * [Flash - Characters] Character - Missing weapon names in equipment overview.
 * [Flash - Characters] Character Screen: "Edit"-button seems to have no function.
 * [Flash - Characters] Characters - in battle text on top of name.
 * [Flash - Gold/Warbonds] Get gold - text string error in the Buy Gold-form.
 * [Flash - Weapons/Mods] Allied Entrenching tool "Image not found" when purchasing.
 * [Flash - Weapons/Mods] Character Screen: Error texts shown for Gewehr43.
 * [Flash - Weapons/Mods] No "ok" button when renaming weapon.
 * [Flash Client] "Ghost"-ATs seem to remain in lost town.
 * [Flash Client] Access Point / Supply Route status not shown in minimap.
 * [Flash Client] Arrow-icons missing to switch pages in AT-multimarker-box.
 * [Flash Client] Buttons cut off on top of AT-search-box.
 * [Flash Client] Chainbug: Supplies cannot reach their ATs.
 * [Flash Client] Character overview: Enlistment button coloring very dark as if it were diabled.
 * [Flash Client] Character screen: Clicking on "Click to enlist..." only closes soldier tab.
 * [Flash Client] Characters: No combat badge equippable.
 * [Flash Client] Chat: Channel Admin - When disabling the channel password an error occurs.
 * [Flash Client] Chat: Channel Admin - When renaming a channel an error occurs.
 * [Flash Client] Chat: Channel Admin - When setting a new channel password an error occurs.
 * [Flash Client] Chat: Misplaced brackets around time display.
 * [Flash Client] Debugwindow showing regular error for loading textfile.
 * [Flash Client] Empty units not removed from map when attack is lost.
 * [Flash Client] Flash client wrongly stretched into browser window.
 * [Flash Client] Login screen: "Cancel" button shown after entering wrong credentials.
 * [Flash Client] M-1910 Entrenching tool - Missing Shop icon.
 * [Flash Client] Modification screen: Default box position overlapping with purchase buttons.
 * [Flash Client] Modification screen: Unequipping modifications for unselected weapons not possible.
 * [Flash Client] No focus on username field on logon screen.
 * [Flash Client] No stats and ribbons shown in character screen.
 * [Flash Client] No supply ordering possible and error is thrown.
 * [Flash Client] Non-existant battlefields show up in AT search list.
 * [Flash Client] Some weapon modifications not buyable.
 * [Flash Client] The support channel should be properly capitalized.
 * [Flash Client] Weapon exchange does not work..
 * [Flash Client] Weapon name not shown for equpipped weapons.
 * [Flash Client] Wrong mission type shown in mission list depending on faction.
 * [FPS - Vehicles] Motorcycle R75 stearing wheel doesn't turn.
 * [FPS - Vehicles] No tracers on vehicle mounted machine guns.
 * [FPS - Weapons] Foreground and background focus issue fixed
 * [FPS - Weapons] Can put down/pick up grenades, even though there are none left..
 * [FPS - Weapons] Flakvierling 38 making noise within a 1 meter radius..
 * [FPS - Weapons] You can't interact with objects or vehicles if you drop your last weapon.

=Hansen Family Builds=

Build 65340
Bug Fix: Long login times fixed

Build 64079

 * Bug fix: Potential fix for the action server spikes/closedowns.
 * Bug fix: Voucher pack system broken in build 64064
 * Debug: More debug logging to find an issue with the war servers.

Build 64064

 * Debug: More logging information added to pinpoint action server spikes/closedown
 * Bug fix: Entering an open mission from the mission list did not work in certain cases

Build 64033

 * Bug fix: All action servers on a single machine was using same port
 * Bug fix: Manually starting a mission always chose the center with the highest ping
 * Bug fix: Playing first blood mission would always replace equipped badge

Build 63992

 * Bug fix: Rank was shown as 1 after playing First Blood

Maps

 * First blood is replayable at anytime with all characters (Only 1 reward per character).
 * Skirmish map a T01M03 added.
 * Increased chance of recon in auto generated missions

Gameplay

 * Infantry spawn in ghost mode and are invulnerable the first 5 seconds
 * When spawning in vehicles you now spawn inside
 * New in-game chat
 * Increased max action players per faction from 16 to 18
 * Increased min action players per faction from 2 to 4
 * Assault gamemode: Defenders spawning from objective point when the CP is neutral and the point has emergency spawns(spawn points a little further away from the capturepoint)
 * Magnetic mines can be attached while moving
 * All vehicles have been tweaked
 * Squad leader reminders only if there are members to give orders

Visuals

 * New GUI and HUD functionality and cleanup (Capturepoint icons changed).
 * Vehicle DustTrails tweaked. A little more subtle.
 * Dust on vehicles timeout faster
 * Minor tweaks on a few Armor explosions
 * Assault team members are always visible in the HUD, with a unique icon for the squad leader
 * Explosion HandGrenade tweaked (added small dust trails)

Sound

 * Sounds have been added to the 42WLA motorcycle.
 * Bullet impact sounds for water have been added.

Other

 * Chat channels can be edited now.
 * Improved action server validation of weapons and weapon mods

Strategy

 * Flash site optimizations
 * Remade login window and improved handling
 * Client now sends crash reports on crashing to our servers, better debugging / scale of issues
 * Improved zooming on campaign map

iOS

 * Fixed problems with Assault Teams moving in strange ways and the Locate function not working on moving or undeployed Assault Teams.
 * Fixed some minor visual details
 * Upon log in, AT's on the move now start out at their correct position and move at normal speed.
 * AT's no longer fly in from the lower right when deployed by other players.
 * Locate now works when your AT is in motion.
 * You can now zoom by double-tapping the map.
 * Fixed some spacing in the War is Over popup.
 * The interface is now cleaned up when the user is disconnected from the server.
 * Letters on access points are now rotated correctly in the battlefield detail view.
 * Made the Log In and Log Out button wordings consistent.
 * The user receives an appropriate message when the server is down for maintenance.
 * The application stays connected when the notification center or the lock screen is activated, but is disconnected when the user presses home or switches to another app.

Android

 * Fixed a rare crash caused by the chat client.
 * Updated the Splash screen to look less horrible on devices with medium pixel density.

=Guderian Family Builds=

Known Issues

 * New vehicle handling needs tweaking
 * Vehicle collision when ramming is not behaving correctly

Build 63562

 * Fix for server stopped responding
 * Fix for crash in flash during login
 * Post login cleanup of playerMissionSession (certain character locked issues)

Build 63217

 * Fix autogenerated missions 'no match'
 * Fix immediate timeout of mission when match making started a mission with people from lobby that waited 2+ minutes
 * Fix match making not starting players waiting in lobby and mission was started
 * Fix match making joining a lot of players into the same mission
 * Fix condition with white screen and no connect to server due to bad handling of action server status book keeping

Build 62990

 * Fix for Action Servers misbehaving and breaking
 * "Join War" issue fixed
 * Improve error reporting
 * Localization Bugs

Build 62873

 * Changed War Selector screen to show players online instead
 * Potential fix for action server not starting
 * New privacy policy
 * Email confirmation no longer required when signing up for an account

Build 62651

 * Crash - Fix for network related client and server crash

Build 62527

 * Bug - Clipped text in loading bar fixed
 * Bug - Overlapping and clipping of text in various places fixed
 * Bug - Sometimes the new war is not shown in the war browser screen


 * Localization - Reset button now localized
 * Localization - Localized Connectio to Chat Status
 * Localization - Grammar alignment for all languages
 * Localization - Days, hours and minutes in player stats are localized properly
 * Localization - Ribbon localization gone wrong fixed

Build 62230

 * Bug - Airfield focus now shows up everytime you try to move planes
 * Bug - Clipping of Assault Team Progression Overview on low resolutions is fixed
 * Bug - Show Busy Symbol and Continous Updates settings are now properly saved for Campaign map
 * Bug - Clipping of Soldiers Button in top menu with the Top left corner buttons has been fixed
 * Bug - Action game anti-cheat tweaks


 * Localization - Localization of Loading bars when downloading views has been added
 * Localization - Localized top buttons "Player stats" and "Leaderboard" on player screen

Build 61913

 * Bug - The same battle could be fought several times simultaneously
 * Bug - The client was pinging servers too often
 * Bug - Matchmaking would sometimes not join players to a game
 * Bug - The client and server could sometimes disagree on the time
 * Bug - ATs in mission lobby (if total number per faction is more than 12) don't show in action game
 * Newly bought ATs don't need to be deployed
 * Reset AT & Deploy AT actions automatically supply the AT after the action
 * Vehicle tweaks
 * Added a new series of warbonds

Build 61751

 * Action game debug tools update

Build 61554

 * Bug - Stats for certain missions are not recorded correctly when the campaign game finishes a match before the action game
 * Bug - Non-password protected chat channels were not being saved to the game database

Build 61357

 * Paratrooper range shows correctly on the Flash Client
 * Paratrooper movement requests are validated for range on the server and any movement outside the permitted range is rejected
 * General debug info added

Build 61147

 * Crash fix for graphic cards that do not support the RENDER_QUERY_TYPE_TIMESTAMP_DISJOINT extension (like ATI Radeon HD 4870 and NVIDIA GeForce 8600 GT)
 * Rework of Assault Teams on Campaign Map resulting in significant performance improvement for campaign map
 * Deployment of Assault Teams added, When an Assault Team loses a combat and is knocked back to your capital, instead of just stacking up on the capital, you now have to actively put it back into the war by pressing deploy. Also a performance improvement.
 * When Assault Teams can and can't move has been unified to avoid contradictions.

Build 61085

 * Fixed crash in vehicle code

Build 61053

 * Fix for planes refusing to stay in the air

Build 61031

 * Tweaked the vehicle handling. Still needs a few more iterations though
 * Vehicles no longer brake per default when not applying throttle. To brake use the direction key for the opposite direction of motion.
 * Tweaked very dark levels when running without HDR
 * Plane crash fix
 * 'First Blood' bug fix
 * Capture ribbon bug fix

Build 60812

 * Fixed a crash while loading the Mountain level
 * Fixed Character screen error - webclient when purchasing soldiers.

Build 60702

 * Fix tonemapping adaptation speed too fast causing flickering when sprinting
 * Less intrusive player overlay icon
 * When looking at overlay icons they now become much more transparent
 * Auto spawn disabled
 * Action server <-> War server communication fixes
 * Enemy capture count bug

Maps

 * First Blood Tutorial map added

Gameplay

 * Squad Leader functionality added in version 1
 * Squad Leader can set attack/defend objective for his team
 * Squad Leader can set default spawn for his team
 * Fix so explosions can damage bicycles
 * New vehicle handlings
 * Mission balance enforced (a difference of max 2 players per faction, meaning 2vs4 is max unbalance)

Visuals

 * New icons and markers
 * Objective HUD reworked
 * Explosion lights
 * Muzzle Flash lights
 * Weapon Effects
 * Vehicle Effects
 * Ragdoll deaths tweaked and now affected by explosions!

Sound

 * Audio cues for Squad Leader

Other

 * Localization hooks for support for multiple languages
 * Reduced download size and time on logon; Should help users on slow connections who have experienced logon problems.
 * Added First Blood Ribbon
 * Added First Blood Combat Badge

Strategy

 * Day/Night cycle added to map that reflects into Action Game
 * Strategy game can run without plugin installed. This disables the action game.
 * Data being sent when downloading big chunks of data is now compressed like a .zip file, resulted in much faster transfers and you won't time out. (When you log in)
 * Progress bars added when downloading non-action game data and how far you are.
 * Supplies now update correctly when added to assault teams on campaign map
 * This build has a lot of preparation for localization into different languages
 * Assault teams now use the same rules everywhere for not being able to move.

Detailed fixes and updates

 * [Code - Rendering] Terrain Vegetation floats above ground
 * [support] Ignore function - only works in campaign
 * [Flash Client] Private chat doesnt work - When you msg someone, you msg yourself. - resolvedn the mid, if picking War#1 again
 * [Code - Weapons] "Grenade Proficiency Ribbon" was triggered by mines also
 * [Code - Vehicles] You don't refill the extra bomb from the "Bombs away" Combat badge.
 * [Code - Rendering] distant shadows not showing up.
 * [Code - Effects] Camera shake
 * [Flash Client] maximum 2 player difference between teams in the action game
 * [Flash Client] Warbonds list (player screen) does not update when purchasing a new war bond
 * [Sound - Action] More Sounds for the Flash Site
 * [Sound - Action] Engine sounds for the motorcycle Harley-Davidson 42WLA
 * [Code - Effects] Ladder climb up
 * Skirmish Iteration 2 (strategy): Change "battle" object to have map entity type and map entity ID instead
 * Skirmish Iteration 2 (strategy): Demote AT's in queues
 * Skirmish Iteration 2 (strategy): ATs joining a war should be placed on accesspoints
 * Skirmish Iteration 2 (strategy): Move AT to accesspoint defended by enemy AT
 * Skirmish Iteration 2 (strategy): Start 1 skirmish on an accesspoint where two opposing AT's are present on arrival
 * Skirmish Iteration 2 (strategy): Only 1 AT (non-reserve and non-HQ) can be located at the battlefield center
 * Skirmish Iteration 2 (strategy): Update webclient to handle refactored "battle" objects
 * Skirmish Iteration 2 (strategy): WarServer should recognize - when missionresource is deleted and mission is running - its a retreat

=Felber Family Builds=

Build 60119

 * Fixed bug with warbond interest calculation
 * Removed zoom changes from ATs due to it being extremely slow
 * Removed debug spam from stats
 * Fixed wrong combat XP

Build 59824

 * Increased start infantry resource counter to 1 mio.
 * Increase Spawn rate
 * Debug info for factory production

Bug Fixes

 * DB cache fixes

Bug Fixes

 * AT definitions were being deleted when their instance in the war could not be found.
 * ATs with missing definitions would break all operations on the campaign map
 * "reset" of war transaction fails

Tweaks

 * Tweaking of the "retreat" logic - ATs can be retreated from any mission and better probability of retreating.
 * "SdKfz 250/3" deplete by 25% when retreating
 * "M3A1" deplete by 25% when retreating
 * "P-38 Lightning" do not deplete when retreating
 * "Messerschmitt Bf 109E" do not deplete when retreating

Bug Fixes

 * Logging in should not be as long a process as before
 * A mission was not removed from the list when it has finished through auto-resolver
 * More than 12 ATs per faction can go to the action game
 * Kill stats should be recorded correctly from the German light tank's MG and the US medium tank's MG
 * swastika symbol is censored in usage for AT names (both 卐 & 卍)
 * Missions involving German "Heavy Armor" (where they are killed and returned to HQ) - do not end correctly
 * Fixed various issues with layout for reserve nodes and their icons in various places. The armyresource category ID's were out of sync. Removed destination markers on reserve nodes.

Bug Fixes

 * Projectile prediction crash fix
 * Replay fix and more server stats
 * Flash client, faster locale text parsing on startup
 * Fixed leaderboards not showing friends and fixed layout bug with mission details.
 * Transfer resources to an alternative armyresource template for the destination HQ
 * Update battlefieldstatus to reflect changes made by "HandleBattle" method

Bug Fixes

 * Mission List fixes
 * Fixed global chat issues and jumping Assault team list when requestin reinforcements.
 * Caught an exception on battlefields.
 * disable debug text layer
 * localizer string optimization
 * fix battle not spawning problem
 * skirmish objective dommination tweak

Bug Fixes

 * Plane crash bug hunt
 * Audio bug fix
 * Map sanity check
 * Rank icon offset fixed
 * Limit Crosshair size to protect gameswf
 * Crash fix 0xD3FE
 * Multiple crash fixes

Bug Fixes

 * ArmorDamageMutipliers fixed for pistols, rifles, SMGs, MGs - they no longer ignore armor...
 * Spawn point bugs fixed, MCs no longer spawn sideways on stairs :-)
 * War map updates
 * Direct3D v.9 crash on Windows XP fixed
 * Reduced gpu memory usage for dx9
 * Fix water forward render not using refraction
 * Packing fix
 * Assault Team going invisible is partially fixed.
 * Assault Team resources update properly in Assault Team Details and Assault Team Screen.
 * Annoying blinking spawn-menu has been told to stop blinking so much.

Known issues

 * Graphics memory issues on some machines running Windows XP when playing the Town map

New vehicles added

 * Panzer III Ausf. J - German Medium Tank
 * Panzer I Ausf. A - German Light/MG Tank
 * M5A1 Stuart - US Light Tank
 * Motorcycle (German) - BMW R75 w. sidecar for motorized guard/recon ATs
 * Motorcycle (US) Harley Davidson

New Weapons

 * Entrenching tool (shovel) for US/German

Maps

 * New Skirmish map - improved and reworked based on design and player feedback.
 * Skirmish mode "domination"
 * Capture logic expanded - vehicle capture
 * Capture logic GUI improved

Gameplay

 * Infantry characters can now play as riflemen, machine-gunners, anti-tank infantry.
 * Pilots / Tank crew has primary weapon removed.
 * MP40/M1A1 Thompson unlocks at Rank 6 for infantry.
 * Tweaked weapon damage.
 * AT info on scoreboard

Visuals

 * 1st pass on special effects updates
 * | Weather and lighting improvements - Groundwork for integrating dynamic weather into campaign.
 * Fast particles
 * Full screen windowed borderless option
 * More graphics options
 * Updated ingame HUD
 * Improved ragdolls
 * AssaultTeam Pictures revamped a bit.

Other

 * Numerous Floating-Point Exception crash fixes.
 * Numerous performance fixes.
 * Improved PhysX behavior.
 * Improved plane flight model.
 * Tighter integration between action and strategy.
 * Player screen leaderboard upgraded.

Strategy

 * Assault team experience.
 * Assault team upgrades.
 * New Assault teams.
 * Reinforcements and supplies now needs player request.
 * The first sound effects added to the strategy game.
 * New music added to strategy game.
 * Ignore list improved.

Detailed fixes and updates

 * Testing localization - we're testing with Danish first :-9
 * [Gfx - Environment] Skirmish - Fix Large barn (center) - Stuck spot.
 * [Code - Strategy] AT stuck on a supplyline appears at (0,0) world coordinate
 * [Code - Strategy] Fix AT's  getting stuck at pos 0.0
 * [Design] Adjusted Soldier Level Progression to avoid spike at rank 8
 * [Flash Client] Update AT-strength indicator graphics on Campaign map
 * [Flash Client] Assault Teams, ensure Reserves don't show up in AT list
 * [Gfx - GUI (action game)] Make in-game map for Airfield T02M04
 * [Flash Client] "Get reinforcements" on a Fighter Squadron did not show planes getting supplies (same with Tanks)
 * [Gfx - Environment] Tree - coli is fixed and higher
 * [Gfx - Character] Specify character art needed for Eastern front
 * [Design] Leaderboard evaluation and design
 * [Flash Client] FIX - If you click a town which has more than 1000 men the amount shown is sometimes 100
 * [Code - Rendering] Improve water reflection around first person
 * [Code - Gameplay] Fix CapturePoints remain locked - if someone is in the new capture point when the one before is taken
 * [Flash Client] Fix bug where depleted AT's marked with green "Operational, ready to move"
 * [Flash Client] Fix AT Details frame - If the AT name is long, it makes a hole in the bar
 * [Gfx - Environment] Fix T01M01_MediumFrenchVillage - Sandbags are inside the concrete railing
 * [Flash Client] Fix for pilots with Primary weapon
 * [Flash Client] When buying a new AT slot, it doesnt always show - fixed
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Watercrossing - Fixed so tanks don't get stuck so easy
 * [Code - Strategy] Fix for Join as Tanker, quits, try to join as Infantryman, but joins as tanker again
 * [Code - Strategy] Fix ghost planes in autoResolve - If an AT runs out of men, but still have planes left, it doesnt end
 * [Code - Rendering] Improve night setting on Low gfx setting, was almost fully black and impossible to play in
 * [Code - Strategy] Fix for missionresource(s) deleted for AssaultTeams in mission - mess up action game and lobby
 * [Flash Client] Word filter on Character names
 * [Flash Client] Word filter on Assault Team names
 * [Flash Client] K/D rate sometimes doesnt show a number but "NaN" or "infinity" in ladder fixed
 * [Flash Client] Error when trying to close chat with someone fixed
 * [Flash Client] Fix "Remove friend" tooltip says "Remove from Ignore list"
 * [Code - GUI (action game)] Fix Battle report GUI - Name tab doesnt cut off/fit long names.
 * [Code - Rendering] Graphics Quality settings did not save properly when changed - fixed
 * [Code - GUI (action game)] Handheld map bug fixed - doesn't update and shows your location at 0,0,0
 * [Code - Gameplay] Vet reward - wrong calculations
 * [Code - GUI (action game)] AT Icon doesnt fit the AT type on the GUI
 * [Flash Client] Assault Team screen - Missing info picture about Assault Teams, if you dont have any.
 * [Flash Client] After buying the 10th Character slots, it tells you you can buy more (108900credits), but nothing happened.
 * [Code - Rendering] Screendump alpha issues fixed...
 * [Weapon Setup] Cone fire on mounted MGs adjusted
 * [Gfx - Environment] T01M01_MediumFrenchVillage - New bridge ruin - too much coli
 * [Gfx - Character] New Parachute for US paratroopers
 * [Gfx - Character] New Parachute for german paratroopers
 * [Design - Action Game] Balance new tanks w. old tanks weapons
 * [Design] 2 new warbonds
 * [Code - Rendering] Low quality setting had problems with new postfilter ranges
 * [Level Design] Emergency spawns added to all levels
 * [Code - download & install] Send language settings from Flash into hng.exe
 * [Design] Increase Max Character Rank to level 14
 * [Sound - Action] Fix Cannon Reloading on all Tanks
 * [Code - Rendering] "Enable HDR" and "Subsurface Scattering" no longer breaks character textures
 * [Code - Server] Add server performance counters - assigned
 * [Sound - Action] US & DE themes
 * [Code - Sound] Sounds to Flash
 * [Code - Gameplay] Skirmish Gamemode update
 * [www] Assault Team Battle rules auto-resolver updated
 * [Code - Gameplay] Get vehicle spawns from war server
 * [Code - Gameplay] Characters have a knife in the action game, even if they didnt buy one.
 * [Code - Rendering] Switching resolution in windowed mode does not change window size
 * [Flash Client] Restrict SMG access to Level 6+
 * [Flash Client] Added warning about moving AT to HQ when upgrading
 * [Code - Server] Autoresolver needs static data for the new teams
 * [Flash Client] Your team needs a higher level in AT upgrade view added
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Church - Hard to exit stairs next to Health box
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Wooden fence - LOD issue (Low Quality Settings)
 * [Flash Client] Settings did not save in IE
 * [Flash Client] CommandNodeIconSkin is fixed
 * [Design] Army resource naming check
 * [Flash Client] Align Spawnslot Icon in HNGGUI with data
 * [Code - Server] Lobby system needs to know spawn slot configurations
 * [War Server] Move dedicated game manager table into global db
 * [Gfx - GUI (action game)] Ingame Action icons for the new AT's
 * [Gfx - GUI (action game)] Flash Icons for the new AT's
 * [Code - Gameplay] Action game use of new AT's & resources
 * [Code - Vehicles] Remove transport vehicle autospawn
 * [Gfx - Vehicles] New vehicle integration
 * [Code - Strategy] Paratrooper exploit on strategic map fix
 * [Code - Strategy] Paratroopers don't convert post battle on an airfield fix
 * [Design] Pricing for Heavy Tanks fixed
 * [Flash Client] Add Size to AT-Icon (campaignmap icon)
 * [Design] Design the Squad Leader for action game
 * [Code - Gameplay] Make it possible for defenders to capture neutral objectives
 * [Flash Client] Players can rename Characters and Assault Teams properly
 * [Design - Action Game] Describe basic actiongame mechanics on wiki
 * [Flash Client] Descriptions for new Assault Teams
 * [Code - Vehicles] The cover around the hellcat turret covers the view in aim mode, when zoomed in, fixed.
 * [Code - Vehicles] Need to be able to shoot the driver of the US halftrack - Coli makes you unable to do so atm.
 * [Code - Strategy] Rank-based income from battles
 * [Code - Gameplay] Combat Badge: ghillie - Hides tanks on map also - fixed
 * [Code - Rendering] Frames drop when entering AimMode reduced
 * [Code - Gameplay] T02M03 Factory - always a night map fixed.
 * [Code - Strategy] Paratroopers on foot can capture neutral airfield in passing, but not stop there - fixed
 * [Code - Strategy] AssaultTeam now have 'size' parameter.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - Fence is not in line -fixed
 * [Code - Rendering] Windowed fullscreen mode added - 'normal' fullscreen moved to advanced settings
 * [Flash Client] Showing "Attack" button active, when there's 0 or 1 AT at a location - fixed
 * [Code - download & install] New, faster texture repacker
 * [Code -Tools] Upgrade XSI plugins to XSI 2013
 * [Flash Client] Assault Team cleanup
 * [Code - Strategy] AT path basingstoke -> reading - not working.
 * [Flash Client] Implementation of leaderboard
 * [Flash Client] Finish graphical rank component.
 * [Code - Strategy] Limit auto-generated battles
 * [War Server] Ignore user in chat, server implementation
 * [Code - Strategy] Automatic HQ - First step towards having a proper command-structure
 * [Code - Strategy] Automatic HQ - Supply management mechanics
 * [Level Design] Add bicycles to all spawn points
 * [Gfx - Environment] Need bazooka/panzerfaust spawning at all AccessPoints.
 * [Flash Client] Standard/premium top/bottom bar framing is fixed.
 * [Flash Client] Add "Forgot password" link to the login screen
 * [Flash Client] Finalize Rank Icons for field officers
 * [Flash Client] Add Size to AT-Icon (flash GUI)
 * [Flash Client] optimize commandnodeicons on campaignmap.
 * [Flash Client] Deleting a character thats on the leaderboard, no longer leaves a blank spot.

Build 58120

 * Small stress-test fixes

Build 57904

 * Memory leak fixes DONE (we hope)

Build 57458

 * Memory leak fixes & Stability issues

Build 57137

 * Memory leak debug and fixes

Bug Fixes

 * Fixed camera clamping - no longer possible to look further up/down than you can shoot
 * Added data gathering & debug info to match-making for next iteration.
 * Debug work on Clienthandler memory issues

Bug Fixes

 * More debug info for matchmaking
 * Potential crash bug fixes + debug info
 * Fix timeout issue on startup

Bug Fixes

 * Fixed a bug where the user would not get all the files needed during install and update.
 * Fix for client side repack of action game resources
 * Fix where 0 players were "match maked" was blocking further match making.
 * Fix for server side crash triggering an unresponsive system.

Known Issues

 * Running the game on Windows XP might trigger a crash due to the client running out of memory (we are looking into it)

Bug Fixes

 * Fixed bug in clienthandler on action-servers

Bug Fixes

 * Fixed unintentionally jumpy mission list. (Missions are kept visible, even if no available spawn slots)
 * depleted Assault teams now update correctly in mission list and lobby

Bugs Fixed

 * Strategy game auto-resolve now working again
 * User not allowed to relaunch action-game when battle is about to end.

Changes

 * Characters are now locked when they spawn as opposed to when they join the action server

Bugs Fixed

 * Few missions show up in the list without any ATs - logging commands have been placed to look for this scenario
 * More data is being recorded about timeouts in communications from action game to WarServer about resource spawns left on an AT
 * Bug fix - Reserves being added to certain missions
 * When a spawn slot is denied by the war server the action server will wait two seconds before trying it again
 * Players can once again join while the action server is starting up
 * War server action server spawn slot sync fix
 * Auto generated mission bug fix
 * Fixed a bug with emergency spawns
 * Fixed an action server crash bug

Changes

 * Display number of players in lobby
 * Missing stats on player stats screen
 * Crash error in mission list fixed

Bugs Fixed

 * PhysX server-crash fix
 * Server-crash when strategy game changed ownership of access-point on running action game containing enemy AT
 * Server-crash error in mission list fixed
 * "Enter Combat"-button when clicking on a battlefield with a running mission is fixed.

Changes

 * Minimum number of players required to start a battle reduced to 2v2
 * Sound effect when the enemy is capturing a capture point changed

Known bugs

 * Assault teams are not shown in some missions
 * New scoreboard doesn't have room for 16 players on each team
 * Some rocks have no collision

Bugs fixed

 * Private chat wasn't working for some names
 * Players who signed up for a battle before it started were not admitted until they re-joined
 * When mission ends, Web client crashed

Bugs fixed

 * Fixed an error in the Web client that would sometimes prevent logging in.
 * Minor fix in character screen that would hide the characterslot if you delete a character

Strategy Game Changes

 * Globalchat has been changed, under 200 online, everyone is thrown into the same Globalchat, from 200-1000 online, people are randomized in 4 other Globalchats, over 1000, people are randomized into the 5 Globalchats
 * Faction chats are now war specific (Allies / Axis)
 * Rough version of Leaderboards and playerstats now added. Compare your characters with your friends or look at the top 10 characters in Heroes & Generals! Click on your gamertag in the upper right corner to find them!
 * Assault Team details and Multimarker now shows Assault Team shortnames
 * Number of online players shown in bottom left of Web client
 * Assault Teams now move correctly (Air especially)
 * The Multimarker for cities with many Assault Teams has been completely revamped! Stacks your units first, so it's easy to grab them!
 * Containers now have bounds when moving them around
 * Combat XP and Tactical XP are calculated correctly now
 * Clicking on an empty assault team slot you own, now opens the Assault Team shop
 * Web client is more forgiving for bad pings when logging in. (Error #1009)
 * You can now ignore other players! Silence!
 * Chat boxes are limited to 200 lines of text now
 * Friend list show what war your friends are in now.
 * Ribbons and Badges are now loaded from a better system. They are now in Sync between the Action game and the Web client.
 * "Important Message(s)" window closes on login
 * Destination Markers are now a Flag with the AT's abbreviation
 * Animations from battles have been removed, toggle will be added in next build
 * Screens now fade to black when transitioning
 * Web client downloads all content from CDNs (Content Distribution Networks) now
 * Buttons have been updated in look slightly, more areas of the Web client has been skinned or reworked
 * Warbonds advertisement images have been updated
 * Campaign map has gotten a new version of Europe!
 * Framerate has increased around 100% on various setups for the campaign map.

Action Game Changes

 * New action game scoreboard
 * Optimizations
 * 16vs16 players allowed in the game
 * GUI fixes, things should now be more crisp
 * Show latest kills moved to its own keys, default is 'F3'
 * New lobby support
 * Action server -> war server communication fixes
 * Fixed Air assault ribbon
 * Fixed Ground attack ribbon
 * Added real-time ribbon unlock info in the action game
 * Capture times tweaked so, if there are two people capturing the second will be half as effective as the first, if three are capturing the third is only half as effective as the second, and so on... but all are credited equally
 * Spawn delay tweak, if one side is an underdog they will have faster spawn times
 * Fixed some bugs with the change seat code
 * Fixed broken coaxial MGs
 * Freefall stat fix
 * Stop the plane if there is no pilot
 * Improved vehicle exit code, it should now always be possible to exit vehicles
 * When you engine is drowned it actually turns off now
 * Manual reload of gunmounts
 * Fixed a bug where it was possible to shoot mines through walls
 * Speed of the vehicle is transferred to the player when he exits
 * When a bike is destroyed players are thrown off and given a little damage
 * Fixed a small issue with scopes
 * Returned binoculars to the game
 * The most used weapon on the gameover screen now has to have been fired atleast once
 * Categorized assault teams in the spawn menu after which accesspoint they belong to
 * Added some cone fire to gunmounts and fixed the Tigers Reticle
 * Vehicles that get stuck will start taking damage
 * Planes are now also immobile under water
 * No spawning in submerged paratrooper planes
 * Updated character images in the spawn menu
 * Exiting a very fast moving vehicle will kill you
 * Magnet mines are easier to place
 * Magnet mines will no longer hang in thin air
 * It is not possible to place mines on top of vehicles
 * Scavenger combat badge only picks up ammo from weapons of the same type
 * Weapon Sway updated for a smoother and more silken look :-)
 * Fixed Flakvierling TD, it is no longer firing team-damaging rockets but normal bullets

Bugs fixed

 * [Code - Client-Side Issues] Quick verify assets.
 * [Code - Gameplay] Global chat disable/split-up.
 * [Code - GUI (action game)] Character equipment "boxes" & weapon mods "boxes" cleanup (relative coordinates).
 * [Code - download & install] Game not playable before all assets are downloaded.
 * [Code - GUI (action game)] Character screen user feedback.
 * [Code - GUI (action game)] Campaign disable character filter (see all missions).
 * [Code - GUI (action game)] Campaign screen user feedback.
 * [Gfx - GUI (action game)] Make match-making "play now" button more visible.
 * [Code - GUI (action game)] Flash console user feedback.
 * [Code - Gameplay] Fix for when you don't have enough credits to repair weap mods - the mods don't go down in condition..
 * [Code - Vehicles] Exploit - Ejecting close to buildings, allows you to stand inside the master..
 * [Gfx - Environment] unable to load resource - Sandbags in Character dir?.
 * [Code - Network] Increase player limit to 16vs16.
 * [Code - Network] Optimize client side prediction.
 * [Code - Strategy] when a unit reaches 0 supply without winning/losing the battle before, it gets stuck in that town.
 * [Code - Client-Side Issues] XP (32) is unable to load the action game - Makes a crashlog with memory issue..
 * [Code - Strategy] MissionResourceTrigger - Missions dont always get their Assault Teams added to them.
 * [Code - Gameplay] When one from each faction is at a capture point - the other side still start to capture..
 * [Flash Client] "Players Online" counter showing a wrong number..
 * [Code - download & install] Missing files on clients.
 * [Flash Client] Download in Flash does not handle error conditions correctly.
 * [Code - Sound] Sound from the PR speakers are coming from location 0,0,0 instead of the Speaker models..
 * [Code - Vehicles] Too much spread on ball mg on tiger.
 * [Code - Vehicles] Paratroopers can land the plane under water and walk/shoot under water..
 * [Code - Gameplay] LOD issue - Characters hovering above the ground when running.
 * [Code - Gameplay] LOD issues with people far away when crouching - animation shows them looking down..
 * [Flash Client] When locked to a mission and you log on from another PC, it has "Launch game" active before download is done..
 * [Code - Server] Remove locked characters from list of characters to action server.
 * [Flash Client] When swapping between Assault Teams in the action game with diff. chars - it blocks diff. slots in the Lobby..
 * [Design] Need new skin on the top buttons of the mission list..
 * [Gfx - Environment] T02M01_Mountain - Large rocks - Coli - Not fitting shape.
 * [Gfx - Environment] T01M01_MediumFrenchVillage - House4F_police_garage - Wrong texture on doors..
 * [Flash Client] Mission name not shown in mission list.
 * [Code - Sound] Multiple footstep sounds when strafing & turning mouse.
 * [Code - Gameplay] Remove binocular from scroll wheel selection - Add to hotkey "B".
 * [Code - Gameplay] Battle Report only shows 1 Characters score.
 * [Flash Client] Ignore doesnt work - Can still see their text (Although it marked them as Unignore).
 * [Flash Client] Selecting a new weapon deselects your soldier in the soldierlist..
 * [Flash Client] When using "Log out" you don't get a new login window..
 * [Gfx - Environment] Fish1A missing material.
 * [Flash Client] People was shown in several slots in the Lobby.
 * [Flash Client] Mute/unmute audio needs to be active on the login screen also..
 * [Code - Gameplay] Combat Badge - Scavenger - exploit - if you drop your own weapon and walk over it, you get grenades etc..
 * [Flash Client] Lobby - "Character " can be empty..
 * [Flash Client] Lobby - Shows the Character "In battle" for up to 3min after the Mission is over..
 * [Flash Client] mission list filter.
 * [Flash Client] Shouldnt be able to Delete a character thats "In battle".
 * [Code - download & install] When trying to launch Action Game I get a Python error.
 * [Flash Client] The equipment containers movement should be restricted to the border of the Soldier list.
 * [www] Mission lobby 1.2 (meta task).
 * [Code - GUI (action game)] Simple Ingame Lobby.
 * [Code - Gameplay] Remove Default Characters.
 * [War Server] Design general 'initiate actiongame' rules..
 * [Gfx - Environment] Coli-problem in fence gate (factory level).
 * [Code - GUI (action game)] The weapon you're holding, covers the in-game map.
 * [Flash Client] Need the Build name on the flash site next to the version number ie. "Crace - 54388".
 * [Code - Weapons] Jeep MG - The shots from the MG hits just below the 'aim circle' and in the same spot (no spread).
 * [Flash Client] When clicking on the "Assault Team Queue" windows AT - if there's a town under that window, the AT moves there..
 * [Future Task] When mouse-over an AT - it doesnt react to mouseover before it have been clicked once..
 * [Code - Gameplay] End stat screen - Most used weapon isnt always correct - can show binoculars as most used(?).
 * [Gfx - Animation] Review animations in Eisenhower.
 * [Flash Client] Need information about stacked AT's when trying to move them..
 * [Flash Client] Weird behaviour when attempting to join non-existing channel.
 * [Flash Client] Change Campaignmap to load from 004 dir.
 * [Gfx - Animation] Swimming animation missing (Seen on Airfield map).
 * [Code - Vehicles] Often when spawning in a tank, you have to exit/enter or swap seat to zoom or swap ammo.
 * [Flash Client] Issue when sending AT's to an active battle.
 * [Code - Strategy] Store Lock on missions that are ending.
 * [Code - Weapons] Cant run with the map up when using MG's - due to the "No shooting" added to the MGs when running..
 * [Code - Weapons] No coli check on knife - can hit through walls/doors.
 * [Gfx - Environment] bad collision objects (T01M01).
 * [Code - Strategy] Database - AT / Spawnslots / Charactertype.
 * [Build & Deploy] Need a way to dump the postgres database from the command line.
 * [Flash Client] Player Screen creation.
 * [Code - Strategy] Warmapeditor does not work.
 * [Gfx - Vehicles] Missing files for M5A1_Stuart.
 * [Flash Client] Implement new stacking GUI for queued ATs.
 * [Code - Strategy] Para and Figther Squadrons often teleport to airports rather than move/fly.
 * [Code - download & install] Installer - Firefox - If you click on "install missing plubins.." It installs plugin rather than installer..
 * [Design] Unable to access overviews of ribbons and badges.
 * [Code - Server] Auto assign spawn slot when admitting player to lobby.
 * [Flash Client] Assault Team Screen Design.
 * [Flash Client] Create info graphic for combat badges in the popup when you have no badges.
 * [Code - GUI (action game)] Players whose names start with a number can't connect to chat.
 * [Flash Client] Adjust Flash Soldier-Screen layouts.
 * [Code - Strategy] implement XML file for overviews of Ribbons and Combat Badges.
 * [Code - Strategy] Fixing weapon categories.
 * [Flash Client] When your don't have any Sidearm and you click "Change" the shop pops up with "buy Ka-bar".
 * [Flash Client] Use weapon short names where it makes sense..
 * [Code - Strategy] Reported loss of character slot due to incorrect value in PlayerCharacterLimit table.
 * [Code - Strategy] After losing a battle (because of no spawn), the accesspoint becomes unusable.
 * [Code - Strategy] ATs joining new wars are placed on accesspoint, should be placed on battlefield.
 * [Code - Strategy] After a new war started, theres a bunch of your supplies idleing in the HQ.
 * [Code - Strategy] Deadlock after defense (Feedback from tester).
 * [Code - Strategy] Assault Teams don't teleport back to HQ when defeated.
 * [Code - Client-Side Issues] Crashlog - v54984.BREAKPOINT[....9a68].log - closed
 * [www] "Transactions"/"Buy gold" page in account management - "Back" leads to a black page - closed
 * [Code - Gameplay] All soldiers now have binoculars (on mouse-scroll) - Should they have/keep this? - closed
 * [Future Task] When the Attack button is showing on a location, you cant move the AT's away from there before clicking Attack - closed
 * [Code - Gameplay] PhysX Crashlog - v53275.BREAKPOINT[....ab88].log - closed
 * [Code - Gameplay] Crashlog - v53275.ACCESS_VIOLATION[....7c9d].log - closed
 * [Code - Rendering] Crashlog - v53275.BREAKPOINT[....1a29].log - closed
 * [Code - Gameplay] Crashlog - v53275.BREAKPOINT[....1452].log - closed
 * [Flash Client] When clicking on US HQ AT stack. - closed
 * [Code - Strategy] Disappearing Assault Teams - closed
 * [Code - Vehicles] Sometimes when in aim mode on the tiger, you see the mouth of the turret (Low Quality) - closed
 * [Code - Server] Update/delete Certain objects, which are not in the database's dependency list - closed
 * [Flash Client] "busy" mouse cursor is not moving smoothly - closed
 * [Design] Loading icon to replace mouse cursor - closed

Leaderboard

 * [Flash Client] Show Character Rank in mission-lobby.
 * [Code - GUI (action game)] Character Name and Rank Icon should be visible in scoreboard..
 * [Code - Server] Record 'Team Kills' in stats database..
 * [Code - Server] Record 'Number of Battles' in stats database..
 * [Gfx - GUI (action game)] Ingame-Scoreboard design to include character rank.
 * [Code - GUI (action game)] Character Name and Rank Icon should be visible in scoreboard..
 * [Flash Client] Implement Rank Icon and stats details on character-screen..
 * [Code - Strategy] Backend code for leaderboard.
 * [Code - Server] Record 'Combat-Time' in stats database..
 * [Code - Server] Record 'Armor Destroyed' in stats database..
 * [Code - Server] Record 'Aircraft destroyed' in stats database..
 * [Code - Server] 'CombatXP Level' in stats database.
 * [Code - Server] 'TacticalXP Level' in stats database.
 * [Flash Client] Rename / Delete functions for characters.
 * [Design] Finish design for RankSystem.
 * [Flash Client] Content for leaderboard.
 * [Code - Server] Leaderboard extraction call.
 * [Code - Server] Server call to process player ID's and return character's of the player's.

Graphics

 * [Code - Vehicles] When opening the map inside a tank, the map fly above the tank while it's open.
 * [Code - Vehicles] Damage box for vehicles/planes when under water..
 * [Code - Vehicles] When you exit a vehicle/plane you exit with the momentum that vehicle has..
 * [Design] "Dierdorf Airfield" is called "Dierdorf Arifield" in the search.
 * [Flash Client] Pilot icon (on char screen) doesnt show its own icon..
 * [Code - Gameplay] Heavy badge doesnt kill people in vehicles when they explode.
 * [Flash Client] Camouflaged combat badge - Missing requirements in list.
 * [Code - Gameplay] Need a way to bind ironsight to another key and be able to rebind mouse key to other things.

Build 54984

 * Fixed memory overrun in slab allocator
 * Fixed keepalive restarting service after connection loss

Build 54477

 * Fixed an issue in hngsync on systems with UAC enabled

Build 54377

 * New installer done, so now Chrome works again
 * At least 3 players required per side to start a mission

Build 53275

 * Ribbon RC03 Kar98k precision was not awarded correctly
 * Bug fixes in Ribbons and stats collection
 * ClientHandler lag fix
 * Friendslist fix

Build 53147

 * Gamemode stat fixes
 * Detecting Chrome v.21 without plugin support.
 * Explain to Chrome users why actiongame does not work in Chrome
 * StatDB fixes
 * Crash fix and statDB layout merging

Build 53019

 * Fix for action servers losing connection to database

Build 52981

 * Fix crash when trying to view badges and you don't have any on the character.

Build 52966

 * Localizer bug fixes - Mountain Map Farmhouse fixed
 * Rifle recoil tweak added to help weaponMods affecting recoil
 * WeaponMods affecting range on SMGs tweaked
 * SMG sway and conefire adjusted slightly
 * Anti-Air gun adjustments - fixing RoF & Damage for M55 Quad and Flakvierling to get a more balanced damage pr. second
 * Low quality LOD bug made soldiers move with feet embedded in ground
 * F7 now toggles FPS/Ping display in top right corner in action game
 * Credit abuse bug fixed
 * Bug where music/sound disappeared in strategy game fixed
 * Knife hit range extended
 * Ribbon stats did not update correctly - Fixed
 * PhysX vehicle crash fixed.
 * When capturing ACCESS points they are no longer captured to neutral first.

Build 52945

 * Hotfix - load map textures from different CDN
 * Resized stat groups
 * Resetting ATs not allowed when they are in battle
 * Exception fixes

Build 52768

 * Fixed a server crash related to mines
 * Fixed a bug that would sometimes make it impossible to speak in the chat
 * Fixed a bug that would sometimes make the download fail
 * Fixed a some issues in the lobby.
 * Relaxed the rules in the lobby, making it easier to start a battle
 * Fixed a bug that would sometimes let skirmish missions start before they were fully downloaded

Build 52542

 * Fixed a bug where AT's would get stuck and not retreat after losing a battle.
 * Fixed a bug where AT's that are cut off and destroyed would not get moved back to HQ.
 * Fixed a bug where some capture points would have to capture boxes on top of eachother i.e. doubled the speed of capturing the point.
 * Fixed a bug where it was possible to leave a vehicle under the water and move around below the surface as on ground.
 * Fixed a bug where AT's with planes would join battles on the wrong access points.
 * Fixed the log-off/log-in refresh bug
 * Fixed naming by resizing window on weapons that would in some instances overrun the text box.
 * Weapon sorting is no longer reset when you select a new weapon in the Character screen.
 * One player can now only have 3 mines placed on the map at a time.
 * Removed some console features from Live servers that was used by Dev's for troubleshooting, but in rare instances were abused by testers.
 * Changed the text on refilling ammo mod's from service -> refill and auto service -> auto refill.
 * Weapon mods effect are now readable on the weapon-mod-window.
 * Changed AT's movement - The pathfinder now optimizes paths based on distance rather than travel time.
 * Some new graphics for ammo mods in the shop has been implemented.
 * First version of the game start lobby has been implemented.
 * Some adjustments in prices in the shop
 * Paratrooper AT's now lose their "wings" and is converted to a infantry team when touching a node that is not a friendly airfield
 * Implemented the first version of ranks.

Build 52389

 * Action game results are now within 5 seconds.
 * Ribbons working (again)

Build 52177

 * Hotfix for physX crash

Build 52161

 * Hotfix for timeout during playerstatistics upload

Build 52094

 * Hotfixes for sequential updateplayerstatistics call
 * Announce session logging improved
 * Debug info to help ID physX crash

Build 51822

 * Stat optimization
 * Fix missing shdaows at border of map
 * Add lock to general stats

Build 51797

 * Launch Command fix
 * AddCharacterStats fix

Build 51774

 * Fix for stuck-at-loadscreen bug - version2
 * Fix for one stuck-at-loadscreen bug
 * Reduced Character renaming price
 * Notice window to help distinguish between game and test server
 * Better font check for players with broken tahoma font
 * debug info for physx bug
 * Over-zealous mission deleter fixed so it no longer deletes missions that are still active
 * StatDB fixes
 * High ping warning
 * Performance optimization in WarLogEvent

Build 51599

 * Fixes for stats server
 * SLI hotfix

Build 51429

 * Squad Leaders removed
 * Riflemen renamed Infantry and can use SMGs if they have them.
 * Crash fixes
 * Connection issue fixes
 * Player Stat DB backend bugfixink.
 * Bonus capture time for Assault only in effect if less than 10 minutes for attackers
 * Missions without resources are now removed/ended
 * Exit vehicle direction fix

Build 51232

 * Character names and renaming characters now show in Capital and Lowercase letters
 * Wardata Crash fix
 * Sherman Coli
 * Warbonds display fixes - No longer possible to click on sold out series.
 * Low resolution scaling fixed
 * WeaponMod naming fixes for ammunition.

Build 51162

 * Added attack button in all cases, no more relogs to see attack buttons
 * War bonds that are not sold out can now be bought again
 * Error with Assault Team slot buying is fixed. Buy away!
 * Hotfixed bug that prevented earning of credits and stats collection

Build 51107

 * Player collision issues with characters using wrong coli for hit detection fixed.
 * The capture color is sometimes showing the wrong side capturing
 * Better tactical overlay in FPS - should not get in the way anymore
 * Recoil from MGs mounted on tanks should not push tank with recoil
 * New images for the Combat Badges are making their way ingame
 * Weapon Sway fixed, conefire tweaks
 * Tank animation
 * Long file names fix
 * Screenshot in BMP
 * Better capture logic when multiple players are capturing
 * Race condition on playerjoin/playerexit
 * Spawn point correction
 * WeaponMods on SMGs that reduces range adjusted
 * Localizer clarifications
 * Minor Recoil adjustments on M1, Kar98, Kar98k Scoped & M1903
 * [Build & Deploy] Check for long filenames in the build/deploy pipeline added.
 * [Code - Client-Side Issues] Fixed: If action client is slow to startup (or to connect to the server), IRC doesn't connect.
 * [Code - download & install] "Already downloading" error frequently seen while downloading fixed.
 * [Code - download & install] Need hngsync to delete files with long filenames.
 * [Code - GUI (action game)] System messages fail in ingame chat fixed.
 * [Code - GUI (action game)] Users can see both team chats fixed.
 * [Code - Rendering] Issues with the rendering of the shadows fixed.
 * [Code - Server] Statistics DB calls takes a very long time, causing various timeouts in on the war server fixed.
 * [Code - Strategy] Assault team movement issues fixed.
 * [Code - Strategy] Assault teams are not resupplied bug fixed.
 * [Code - Strategy] New players are given a free rifleman+slot when they join.
 * [Code - Strategy] Paratrooper units did not lose transport plane armyresource after landing fixed.
 * [Code - Weapons] Grenade models no longer stay in the air when you throw them.
 * [Flash Client] "Exchange" (credits) button fixed
 * [Flash Client] After enlisting a new Character, you don't go back to Character screen, but stay in the Buy Char screen bug fixed.
 * [Flash Client] Buy character slots fixed.
 * [Flash Client] Character images alpha as background added.
 * [Flash Client] Chat "spam" - Same line send multiple times fixed.
 * [Flash Client] Weapon Mods - wear and tear condition added.
 * [Flash Client] High res pictures of weapons added.
 * [Flash Client] HnGGUICurrencyIcon updates when setting Gold or Silver fixed.
 * [Flash Client] If you click away from the Campaign window (to Char or AT) the Quick Launch vanishes fixed.
 * [Flash Client] Map is offset when searching for Assault Teams.
 * [Flash Client] Mod window - lots of "Untitled" names on weapons fixed.
 * [Flash Client] Rework of Chat, to become more efficient and reliable.
 * [Flash Client] Toggle for autoscroll added.
 * [Flash Client] WeaponMods named and simplifieid.
 * [Flash Client] Bugfixes when enlisting a new Char.
 * [Flash Client] Equipment box cannot be dragged outside the screen.
 * [Gfx - GUI (action game)] Name of village added to map top bar.
 * [Gfx Animation] German passenger animation is looping very heavily fixed.
 * [Gfx Environment] Need to rename files/directories with long names.
 * [Gfx Environment] T01M01_MediumFrenchVillage - spawned with tank in water.
 * [Support] Removed Beta-Test channel.
 * New and more accurate collision objects for tanks.
 * HUD changes and optimizations.
 * Action game
 * Changed the action server shutdown sequence to better support warserver delays
 * Updated weaponmod system
 * Updated tank sights
 * Made magnetic mines easier to use
 * New load screens
 * Updated Tactical Overlay
 * Update gameover screen
 * Support for extra seats in vehicles, seats that are only used when the rest have been filled
 * Assault gamemode tweaks
 * Defence timer is paused when attackers start capturing a map resource
 * Attackers are awarded a time bonus for every capturepoint they capture
 * After capturing a capturepoint the next ones in the row are locked for a short period of time
 * Accesspoints are captured like ordinary capturepoints, and while being captured the owners spawn a bit away
 * Capturepoints are first captured to neutral and then captured for your side
 * All capturetimes have been raised, except accesspoints which have been lowered
 * Better capture logic to better support multiple people capturing
 * Anti-cheat
 * Network disconnect fixes
 * Client and server optimization

Build 50691

 * Updated CDN settings
 * Timer fixes
 * Longer timeout and better random seed for clienthandler choice
 * Delay BerkeleyDB sync - to help with stats when battles end
 * Added new "Message of the Day" window
 * Power fix
 * Timeouts to 60

Build 50311

 * Warbond interest fix
 * zdatabuffer fix
 * zchunk fix
 * wardatacomm communication stall fix
 * protobuf corruption fix
 * correction to broken channel joining.
 * Better error reporting on failed ping
 * Increased maximum size of small files in the bundle to 2K - to speed up downloading speed
 * Fixed bug in protobuf serializer that would malfunction with certain field names
 * improved logging for connections
 * sessions performance counter
 * Changed server behaviour on multiple logins to disconnect the previous session instead of blocking the new one.
 * Added deviceid to login log

Build 49995

 * Hotfixes for deploying the previous build correctly.

Build 49989

 * Payment options updated
 * Action Server crash fix
 * Statics query optimizations

Build 49946

 * Typo: Douamont Village -> Douaumont Village
 * Fixes and typos in text, load screen info updated (thanks for reminding us)
 * Action server crashes fixed
 * AdminTool 'War is over' features fixed
 * Hotfix: Fighter Squadron not transporting to battle correctly and not showing up in the action game
 * Hotfix: Only 10 ATs pr. faction allowed to enter from the war server.

Build 49902
Loads of fixes behind the scenes. The "unable to login" bug is hopefully gone by now.
 * Integration of support for http 30x responses
 * Fix: Error in flash chunk parser
 * Fix: Filter characters for cleanup per factiontemplate so as to not delete his characters in the other faction
 * Bug fixes for live, Army crash fix, Change owner bug fix, New assault team fix, Default mission bug hunt, Working anti-armor, Seat crash fix, max 12 assault teams per side
 * Fix: some bugfixes for downloadfiles/hngsync
 * Screenshot = F9 and default saves to %tmp%\HNG\ \Screenshots
 * Better error message when trying to deserialize invalid object types
 * Added valid timestamps LogWriter.Write
 * Added logmessage constructor with timestamp
 * Upgraded access rights for connections from retox to ldap
 * Bumped retox version number
 * Renamed channel "alpha-test" to "beta-test"
 * re-enabled paypal payments
 * Fix: Debugging method for subscribe error
 * Fix: error in flash chunk parser

Build 49709
Bugfix build
 * Fixes and updates to login system to help ID and squash bugs
 * Alpha changed to beta in various places
 * Typos in credits
 * Remove gold only items from shop
 * Resetting an Assault Team, it gets sent to HQ and removes resources.
 * Quick Launch window hidden when you're in the "Choose War" window.
 * Cleaned up header buttons and fixed servicehandler closing issues
 * FIX:If server restarts during paratrooper transport, they become unusable after restart
 * FIX: Para AT was only able to move one space at a time and couldnt fly when reaching Airport
 * FIX: Better random server selection, hotfix login issues
 * More debug info to help stabilize login procedure
 * FIX: Assault Teams not transfered with new war
 * FIX: Progress bar updates

Build 49558

 * Hot fix: Mission clock ended on server, server kicked players and it looked like a server crash, server did not understand where players went so instead of shutting down it just sat in a corner sulking. Server has been taught how to use clock.

Build 49454

 * Low MTU fix
 * Para exploit fixed
 * Backend stability and slowness fixes
 * Backend stability, fix crash on ScheduleSend
 * changed missionId to missionSessionId in playersession. Also changed missionid to missionSessionId in Announce/Denouncesession.
 * Fix for duplicate entries in battlefieldstatus mess up factories
 * 0002079: Weapon Mod Rate-of-Fire display is 'inverted'
 * 0002080: Weapon Mods shows 'inverted' precision change.
 * fix announcebattlefieldwinner using missionSessionId as missionId.
 * Debug work to help ID why Battles won sometimes breaks

Build 49243

 * stable: fix statistics bug regarding sessionplayed
 * Fixed equip button bug for combat badges in award screen.
 * Bicycle ribbon fixed
 * Added logging to earnings/ sync database to disk
 * fix for clienthandler crashes in ConnectionList.OnOpen
 * Corrections to warbond values, changed wording.
 * Fixed bug with award screen.
 * Added chat fix to stable.
 * Added messages when trying to equip badges
 * Correction to assault team mislabeling for gold.
 * On connection loss or relog, page reloads
 * Fix race condition on initiatemission.
 * Added link to game guide by dondergod
 * Fix for AT stuck on a supplyline appears at (0,0) world coordinate
 * Fixed wrong credits calculation between action game and flash
 * Fixed bug:2090: No "impact" sound is played when placing mines

Build 48927

 * Game time now 30 min.
 * Game over when both objectives taken by attackers
 * Con-fire build up log function adjusted - now it caps further out

Build <48000

 * Sight adjustments in steps for all weapons.
 * FOV slider in Video Options
 * Strafe speed reduced to 70% (including running backwards)
 * Bazooka sight steps changed from 70,140,210 (w.140 default) meters to 50,100,150 (w.50 default), real values of 100,200,300 yards made it impossible to hit anything.
 * Lowered M1911 & C96 rate of fire to something more reasonable ~250 rpm
 * Lowered RangeNear from 50 to 30m for Thompson & MP40 due to mods otherwise being too powerful
 * Lowered un-aimed prone precision and upped cone_move_modifier on MG42 and M1919.
 * Weapon min, max, default and number of steps sat in sights for all vehicle mounted weapons (incl planes).
 * M55 Quad ammo edited - now 4x50 shots with 3 possible reloads.*