Dev Brief #205 | Patch 17.1 Changelog | QOL Changes

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author image by Powerbits | 0 Comments | 25/06/2025

Hello Everyone,

Patch 17.1 has been deployed on all platforms!

We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.

This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon!

Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support!

New Features

Medic Improvements

As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:

  • Full HP on revive
  • Medic bandage speed is now 2s (this also applies to self bandaging)
  • Revive speed for all Forces has been reduced to 2s
  • Medic revive XP increased from 30 to 75
  • Being revived by Medic XP increased from 30 to 75

Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive.

Downed Players’ Perspective

When downed, players can now request a Medic using the [PING] keybind. The UI will update to confirm that this request has been sent.

Medics’ Perspective

Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.

UI Icon Updates

The following UI Icons have been added to facilitate this new feature:

Screenshot 2025-06-23 124829

Medic Loadouts

The loadouts for the Medic role have had a balance pass for the following factions:

US Forces

Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
M1 Carbine (Semi-Auto Rifle) x3 (45) +1 clip
M18 Smoke Grenade x4 +2 Smoke Grenades
Corpsman
Weapon/Equipment Ammo Count/Capacity Adjustments
M18 Smoke Grenade x6 +2 Smoke Grenades

German/DAK Forces

Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
Kar98 (Rifle) x8 (40) +4 Clips
Nebelwerfer B39 (Smoke Grenade) x4 +2 Smoke Grenades
Sanitater
Weapon/Equipment Ammo Count/Capacity Adjustments
Nebelwerfer B39 (Smoke Grenade) x4 +2 Smoke Grenades

Soviet Forces

Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
Mosin 91/30 (Rifle) x8 (40) +4 Clips
Nagant 1895 (Pistol) x7 (49) +1 clip
RDG2 (Smoke Grenades) x4 +2 Smoke Grenades
Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
Nagant 1895 (Pistol) x18 (126) +2 Clips
RDG2 (Smoke Grenades) x6 +2 Smoke Grenades

British 8th Army / Allied Forces

Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
SMLE (Rifle) x4 (40) -2 Clips
Webley (Pistol) x8 (48) +4 Clips
No.77 (Smoke Grenades) x4 +2 Smoke Grenades
Standard Issue
Weapon/Equipment Ammo Count/Capacity Adjustments
Webley (Pistol) x21 (126) +4 Clips
No.77 (Smoke Grenades) x6 +2 Smoke Grenades

Bipod Rework

The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.

The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.

Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.

Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.

Explore Mode

Based on feedback from the Explore Mode PTE, we’ve made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.

On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.

Explore_MainMenuExplore Mode – Main Menu

Within the Basic Training menu, a new “EXPLORE” tab has been added.

20250619150151_1

Explore Mode – Basic Training Tab

Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.

20250618083601_1

Explore More – Map List

In Explore Mode, the player can:

  • Explore every section of the map
  • Play as any role
  • Use faction/role appropriate vehicles
  • Use faction appropriate artillery

In Explore Mode, the player cannot:

  • Gain XP
  • Win/Lose Matches
  • Capture any Capture Points

Post Match VOIP

Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.

Admin Camera Features

First Person POV Snapping

Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:

  • Player movements are tracked in real-time
  • Players can be target locked regardless of faction
  • If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective

Lighting Effects

Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).

2strip2 Strip Colour Treatment

bleach bypass

Bleach Bypass

Black and Wite Red

Black and White (Red Filter)

Black and White Blue

Black and White (Blue Filter)

Cinestill

Modern 35mm

kodachrome 1936 (1)

1940’s Colour 

HighresScreenshot00062

1940’s Colour (Variation)

These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.

Default Keybinds

The default keybinds have been updated to accommodate these new Admin Camera features:

PC

Admin Cam Action Key
Toggle Auto Move 1
Toggle Auto Rotate 2
Toggle Camera Roll 3
Toggle Filters 4
Cycle Filters 5
Lock to Target G
Toggle POV 6 (only when in target mode)

Console

Admin Cam Action Key
Toggle Filters Y / Triangle
Cycle Filters X / Square
Lock to Target A / X
Toggle POV Left Thumbstick / L3 (only when in target mode)

Gameplay Adjustments

XP Changes to Promote Positive Play

Increased XP for Destroying Spawns

Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:

Destroying Spawns
  • Destroying Garrisons: 100 XP
  • Destroying Forward Positions: 100 XP
  • Destroying Airheads: 150 XP
  • Destroying Outposts: 50 XP
  • Destroying Nodes: 100 XP
Dismantling Spawns
  • Dismantling Garrisons: 150 XP
  • Dismantling Forward Positions: 150 XP
  • Dismantling Airheads: 200 XP
  • Dismantling Nodes: 150 XP

This data is also broken down on the post-match screen. All XP is applied to both the players’ career and role levels respectively.

*Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.

Engineer Node Dismantling Behaviour

Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.

This behaviour has now been changed to allow Engineers to dismantle their own Nodes.

20250618090111_1

Note:

  • Friendly Commanders/Officers can also dismantle friendly nodes
  • No other roles than those listed can dismantle friendly nodes

Map Improvements

Tobruk Improvements

In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.

This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.

The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance.  The town building interiors have had more muck and scatter added to make it feel more lived in.

ScreenShot00146

ScreenShot00139

ScreenShot00073

Winter Camo Updates

Following the overwhelmingly positive reception of Elsenborn Ridge, we’re bringing the same winter tank camo style to the tanks in Foy and Kharkov.

The following features on those maps now have winter camo applied:

Foy

U.S. Forces
  • Ammo Depot
  • Repair Station
  • Sherman Jumbo 75mm (Heavy Tank)
  • Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)
  • Stuart (Light Tank)
  • M8 Greyhound (Recon Tank)
  • M3 Half-track (Half-track)
  • Willy’s Jeep (Jeep)
  • GMC Transport (Truck)
  • GMC Supply (Truck)

Foy_USFoy – U.S. Forces Winter Variants

German Forces
  • Ammo Depot
  • Repair Station
  • Panther (Heavy tank)
  • Tiger I (Heavy tank)
  • Panzer IV (Medium tank)
  • Luchs (Light tank)
  • Puma SD.KFZ. 234 (Recon tank)
  • SD.KFZ. 251 Half-track (Half-track)
  • Kubelwagen (Jeep)
  • Opel Blitz Transport (Truck)
  • Opel Blitz Supply (Truck)

Foy_GermanFoy – German Forces Winter Variants

Kharkov

Soviet Forces
  • Ammo Depot
  • Repair Station
  • IS-1 (Heavy tank)
  • T34_76 (Medium tank)
  • T70 (Light tank)
  • BA-10 (Recon tank)
  • M3 Half-track (Half-track)
  • GAZ-67 (Jeep)
  • ZiS 5 Transport (Truck)
  • ZiS 5 Supply (Truck)

Kharkov_SovietKharkov – Soviet Winter Variants

German Forces
  • Ammo Depot
  • Repair Station
  • Panther (Heavy tank)
  • Tiger I (Heavy tank)
  • Panzer IV (Medium tank)
  • Luchs (Light tank)
  • Puma SD.KFZ. 234 (Recon tank)
  • SD.KFZ. 251 Half-track (Half-track)
  • Kubelwagen (Jeep)
  • Opel Blitz Transport (Truck)
  • Opel Blitz Supply (Truck)

Kharkov_GermanKharkov – German Winter Variants

LOD Improvements

The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.

The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.

  • LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs
  • The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance
  • As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality

The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.

Barbed Wire – LOD Updates

Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowing many objects to render at distance without a performance hit.

However, problems arise when HLOD transitions occur too early, as the system relies on player to object distance without accounting for zoomed views through binoculars, scopes, or tank optics. In these cases, higher-detail models are not restored when expected.

Barbed wire assets, in particular, did not benefit from HLOD passes and appeared overly low poly at distance. The Technical Art team has addressed this by removing barbed wire from HLODs, allowing them to LOD more effectively on their own.

image-20250527-173500

Original Barbed Wire HLOD Proxy

image-20250527-173617

Barbed Wire Removed from HLOD Proxy

Flare Illumination

In response to community feedback, the Technical Art team is working to enhance flare gun effectiveness in night-time scenarios. We’re currently exploring ways to improve the spread of the particle light associated with the gun’s visual effects (VFX) to increase its reach. Feedback is welcome as we continue refining this effect.

Practice Range Improvements

The Practice Range now allows players to sample all available loadouts, regardless of their current in-game role rank. This enables testing of every weapon within a safe, controlled environment.

Practice Range – All Loadouts Unlocked

New Maps with Dynamic Weather

Dynamic weather has been integrated into several legacy maps. The Technical Art team is currently evaluating appropriate lighting and weather conditions to incorporate effects such as snow, rain, and sandstorms across these maps. The new weather manager allows each map to deliver a distinct and immersive experience due to its flexibility.

The technical art team has now updated the Mortain overcast scenario from the older rain VFX to the newer dynamic rain.

Please note that server owners will have the option to disable dynamic weather with the launch of version 17.1.

Improvements to Fog

Community feedback highlighted concerns over excessive fog and difficulty with sightlines on some of the newer night maps. It was found that Elsenborn Ridge (night) had an acceptable level of fog and lighting exposure which the team are using as a basis for improvements.

Based on evaluation and feedback, El Alamein, Omaha Beach and Hill 400 were found to have acceptable intensities of fog, with El Alamein’s fog intensity being welcomed in addressing overly long sightlines.

Kharkov, Sainte-Marie-du-Mont, Driel, Carentan, Sainte-Mère-Église, Utah Beach, and Stalingrad were found to be excessively foggy.

These have all been updated to leave longer sightlines.

Kharkov

HighresScreenshot00043

Kharkov – Original Fog Settings

HighresScreenshot00044

Kharkov – Updated Fog Settings

Sainte-Marie-du-Mont

HighresScreenshot00041 (1)

Sainte-Marie-du-Mont – Original Fog Settings

HighresScreenshot00045

Sainte-Marie-du-Mont – Updated Fog Settings

Driel

HighresScreenshot00040

Driel – Original Fog Settings

HighresScreenshot00042

Driel – Updated Fog Settings

Carentan

HighresScreenshot00039

Carentan – Original Fog Settings

HighresScreenshot00037

Carentan – Updated Fog Settings

Sainte-Mère-Église

HighresScreenshot00048Sainte-Mère-Église – Original Fog Settings

HighresScreenshot00049Sainte-Mère-Église – Updated Fog Settings

Utah Beach

HighresScreenshot00050

Utah Beach – Original Fog Settings

HighresScreenshot00051Utah Beach – Updated Fog Settings

Stalingrad

HighresScreenshot00053 (1)Stalingrad – Original Fog Settings

HighresScreenshot00054Stalingrad – Updated Fog Settings

HighresScreenshot00055Stalingrad – Updated Fog Settings

Additional 17.1 Features

Official DX12 Support

Hell Let Loose on PC platforms now uses DirectX 12 as it’s rendering API, offering performance gains during gameplay. Due to the variety of PC setups, we understand that issues may arise with this change. Therefore, an option to switch back to DirectX 11 will be made available in the Video Settings section of the Settings menu.

Note: This update is for our Steam and Epic Games Store players. Since initial launch WinStore has been working on DX12.

New RCON Abilities

New features have been added to RCON for Update 17.1. Server owners will now have the ability to change the following parameters for their servers, note that the changes will not be applied until the next match takes place, or the current map is reset:

Match Timer
  • The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:

Mode

Current Timer (Minutes)

New Timer Range (Minutes)

Warfare

90 30 – 180

Offensive

150 50 – 300

Control Skirmish

30 10 – 60

Note: The new timer range for Offensive mode is divided by 5 for each Capture Point phase, so a match timer of 300 minutes would give each Capture Point a 60 minute timer for example.

Warm-up Timer

Mode

Current Timer (Minutes)

New Timer Range (Minutes)

Warfare

3 1-10

Control Skirmish

3 1-10

Note: Due to the way that Offensive mode “Warm-up” periods are dictated by its global spawn wave system, we have not yet added the ability to control this but it is something we are open to exploring with future RCON quality of life features.

New DLC

Operation Overlord Units

GER_LFD_RenderGerman Forces – Field Division Uniform

GER_ROA_RenderGerman Forces – R.O.A Uniform

US_Rangers_RenderU.S. Forces – Rangers Uniform

Bug Fixes

General

  • [Admin Cam] The UI element from Admin Cam is not assigned while having a controller plugged
  • [Practice range] The loading screens for the practice range don’t have fully visible characters when playing on a Ultrawide (21:9) resolution
  • The M1943 Winter Uniform is missing for US Automatic Rifleman
  • Skirmish Map Objective text appears very small
  • Freelook options are not translated in any language
  • The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role
  • EGS – Achievements give the incorrect amount of XP upon unlocking
  • The queue position is not longer shown when a player enters or leaves
  • MG’s camera movement reduced or locked on bipod deployment and clipping through terrain
  • Bottom left UI click targets are not centered with the rest of the UI on ultrawide’s & super ultrawide’s.
  • Loading screen’s for the Practice Range on super ultrawide are cut off incorrectly.
  • The ‘Leave Queue’ text is not localized in any of the supported languages.
  • TPP flamethrower’s range does not match its fire stream VFX
  • Freelook will remain active after the user returns to the game from Alt+Tab
  • VOIP input is interrupted after death on keyboard.

Practice Range

  • [Practice Range] [RUS] Poor blending between snow texture and environment

Map Specific

Sainte-Mère-Église

  • [F6] Invisible wall present on Sainte-Mere-Eglise in sector F6
  • [B5] Road asset in sector B5 is visibly misaligned

Driel

  • Trees present extended collision across the map

Purple Heart Lane

  • Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants

Utah Beach

  • [F3] LOD issues can be observed when looking at a house from 250m distance

Kharkov

  • [F1] Floating grass and plants in F1 sector on Kharkov
  • [F1] Assets are misaligned from terrain in Soviet HQ #02
  • [E6] Debris mound has incorrect collision and textures
  • [H10] Misaligned terrain near German HQ#3
  • A gap in the horizon is visible when looking through the binoculars

Foy

  • [F4] Shack building appears to be missing on tactical map
  • Building roofs change texture at a short distance
  • [D7] Roof changes appearance at a certain distance
  • [D1] Barrel assets present stretched textures

Elsenborn Ridge

  • [F2] Tree collision extends too far
  • [D10] Snow misaligned with the ground has no player collision
  • Floating chest at German HQ #03
  • [D6] Misaligned snow asset on oil tank
  • [D2][E2] Extended collision on broken stone fence sections
  • [16.0][EBR] Small barn asset presents LOD issue from around 15m across the map
  • [C3] Snow bank laid along a trench is floating and the user can see through it.
  • [C9] Tree presents extended collision
  • [G6] Fallen tree moves and overlaps with the ground texture
  • [E10] Snow asset is misaligned with the ground
  • [E6] Floating tree asset
  • [C4] Floating assets near the road
  • [H3] Visual gap in trench wall texture
  • [H1] Partially missing collision on snow pile.
  • [G4] Slightly floating tree is present.
  • [C7] Couple of floating trees.
  • [E8] There is a well that the user can see doesn’t connect to anything in the ground.
  • [E8] Missing polygon face on a snow mound by a farm house.
  • [E8] The user can see underneath a part of the road at a farmstead.
  • [E10] Backface polygon is missing on a couple of small roadside snow mounds.
  • [G9] Slightly floating boxes on pallets.
  • [F9] The user can slightly see underneath one of the shell holes in this field.
  • [F9] The user can see underneath a few snow mounds.
  • [D9] Floating snow pile misaligned with the ground.
  • [G9] The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP
  • [H2] Floating pair of tweezers
  • [F9] Sandbags floating.
  • HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.

Hill 400

  • [G5] Barbed wire does not render past properly 80 meters
  • [J5] Large gap in the map next to German HQ Spawn #2

Carentan

  • [G8] Destroyed building has pink edges around windows

Tobruk

  • Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags
  • [G6] Visible gap in the floor of a building
  • [A3] Rock asset is missing a face
  • [B3] Misaligned rock asset is present in sector B3
  • [F8] Visibly misaligned terrain near mud-pile.
  • [E5] Visible seam on the road.
  • [D4] Road spline is visibly misaligned.
  • [A3] Multiple assets are floating
  • [G8] Reinforced concrete wall near the sea has extended collision
  • [F3] Misaligned grass asset
  • [C6] A rock asset is misaligned
  • [A5] Misaligned rock asset
  • [J5] Misaligned grass asset
  • [H5] Two destroyed tanks present stretched textures
  • [C5] Floating palm trees
  • [B7] Misaligned rock asset is present on a cliff.
  • [C4] Grass clipping with a building’s floor
  • [F7] Grass clipping with a building’s floor
  • [B4] Visible seam in a road
  • [C7] Misaligned rock asset is present on a cliff.
  • [D4] Floating palm tree asset
  • [C7] The bottom of a sandbag is see-through.
  • [C4] Rock asset missing faces
  • [E5] Rock asset has extended player collision
  • [C3] Rock asset missing a poly face.
  • [A4] Visible seam at the left edge of the Tobruk map
  • [B8] Small section has collision issue
  • [F4] Misaligned stone asset is present in sector F4 of the Tobruk map
  • [E7] Visible seam present South-West Church Grounds CP
  • [A4] A plane is marked on the tac map despite not being present in the environment
  • [F8] Visible seam present on the road
  • [C7] See-through cliff terrain is present in sector C7 of the Tobruk map
  • [B7] See-through cliff terrain is present in sector B7 of the Tobruk map
  • [E3] Misaligned terrain is present on a cliff in sector E3 of the Tobruk map
  • [F6] Sandbags under bridge are clipping with the ground
  • [E7] Visible seam is present on the ground.
  • [E7] Visible seams are present on the ground
  • [E5] A seam is present on the ground.
  • [D6] LOD issue present on the shadow of the barrel
  • [B3/B4] Gaps remain beneath the road
  • [A8] Sandbags are floating
  • [E7] Extended collision on church window
  • [B4] Floating bush in the sector
  • [C3] Visible seam between Dev Sectors A2 and B2
  • [A5] The road is misaligned with the ground in sector A5
  • [A6] Small rock has missing meshes on one face
  • [F5] [F6] The lighting of the lamp inside the house presents LOD issue
  • [I3] Road spline floating above ground
  • [H5] A visible seam in the terrain can be observed in sector H5
  • [J3] Truck asset is clipping with the ground.
  • [C3] A few assets are clipping with the ground.
  • [B4] Small rock formation is misaligned with terrain
  • [B4] Grass asset is floating, clipping with a tree.
  • [D7] Multiple assets next to a wall are floating
  • [A6] Wheelbarrow slightly floating
  • [D7] Box asset can be observed floating
  • [A3] Floating crates near the German HQ 1
  • [B4] A specific barrel is clipping with a wall in sector B4
  • [G8] Pile of boxes asset has collision issue
  • [J7] Sandbag assets clip through a building
  • [D7] Stone assets next to a wall are floating
  • [A7] Sandbag wall clipping north of German HQ 3
  • [D5] Foliage is present inside a house
  • [D7] Sandbags assets are clipping into a building
  • [B5] Floating box pallet near Guard Room
  • [C3]A wooden crate is floating above the ground in sector C3
  • [H8] There are sandbag assets clipping with window frames
  • [D6] Visible seam on the ceiling inside a house
  • [D7] Visible seam present on a ceiling
  • [A6][B6] Multiple wood piles clipping through fence and terrain
  • [E3] Box asset is clipping with the ground
  • [D6] Player clips through floor while deploying MG inside house in D6
  • Missing Decals on staircase from the watch tower asset
  • Sand VFX can form a checkered pattern on user’s screen when observed along jagged building edges.
  • [17.0] [TOB] [I3] Distant LODs of a tower asset are corrupted.
  • [E8] Sandbags clipping into a house wall slightly.
  • Crates nearby the docks have low shadow LOD
  • Barrel assets across the map have low shadow LOD
  • [D6] Sandbag clipping into the cement walkway.
  • [B6] Two floating tent pegs.
  • [J6] Part of the trench in the area appears low poly
  • [A6] Terrain layer & asset clipping.
  • [J6] The edges of the trench in the area has low poly textures
  • [D5] Terrain bump present.
  • [F7] There are power cable poles with no connections to houses in the area giving them no purpose
  • [J5] The user can see the road leading out of the map floating.
  • [F8] Seam is visible on the sea wall top texture.
  • [D6] Few building assets are slightly floating in a few places.
  • Allied Ammo, Vehicle & Fuel depot BPs have German set dressing
  • [E6] A building’s interior has multiple texture seams in it
  • [I4] The trench in the area has blending issues with surrounding environment
  • Multiple places with misaligned terrain are present on the right edge of the Tobruk map
  • Jagged occlusion on Tobruk around various assets during sandstorm
  • [D6] Stone asset is floating above the ground surface
  • [F5] There is a visible seam in the middle of the map
  • [F8] The door frame is flickering in sector F8
  • [F8] A part of the wall presents missing player collision
  • [J5] Misaligned terrain is present near a trench.
  • [J5] Misaligned rock asset is present on a small cliff.
  • [J5] Visible seam on the road.
  • [A5] Fuel Can is clipping through the tent.
  • [I8] Small rock asset does not have player or bullet collision
  • [H8] Rock asset does not have player or bullet collision
  • [A5] A small gap is present in a rock.
  • [A4] Floating bush present in sector A4

Mortain

  • There is a seam that the user can see between sectors F&E.

Hurtgen Forest

  • Barrel stack has an incorrect texture

Kursk

  • [D5] Invisible collision on wooden planks

Community Updates

Hey everyone, Ben back with some community updates for the coming week ahead!

Livestream – Thursday 26th June

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