#latest version of redux is live
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New vehicle variants (Both)
Static AA Launcher (UP)
AR-2 Darter UP
UGV Stomper UP
Caesar (HMG/GMG)
Caesar (Rocket)
Caesar (Bomb)
New vehicle variants (NATO)
Prowler (AT UP)
Hunter UP Autocannon
UH-80 Ghost Hawk UP
AMV-7 Marshall UP
New vehicle variants (CSAT)
Qilin (AT-M)
Ifrit-M Autocannon
MSE-3M Marid Autocannon
T-140N Yukon
Ground vehicle variants will visibly fly a side-appropriate flag.
Cost Changes
- UCAV Sentinel: $20,000 -> $25,000
- AMV-7 Marshall: $3,200 -> $2,900
New Features
Move turrets: Some assets are now re-deployable using the flatbed truck or slingloadable using the Huron, Ghost Hawk, Taru, and Orca. Loaded turret is blinded and locked. When using the flatbed, make sure to keep the truck's right side clear and on a flat surface before you unload. Turret will be destroyed if the carrier is destroyed before unload. Turrets deployed in water will be destroyed.
Magic parachute: Ejecting out of an aircraft will equip you with a parachute as long as the aircraft has parachutes in its cargo (it will not be consumed). The parachute will open after some distance away from the aircraft. On rare occasions, ejecting may be hazardous to a large, stationary helicopter.
Magazine repack: There is now a button in inventory to repack magazines.
Buy menu rearranged: Vehicle purchases are now broken out into smaller categories, sorted by price, and there are now shortcut keycodes (keys and numpad should both work). For example, Air Defense [7] -> Radar [1] is code 71 (bring up the buy menu with hold I, then press 71 in order), Strategy [02] -> Fast travel [2] is code 022. It can also be activated by numpad slash (/) or a custom key (User Action 5) and deactivated with backspace.
NATO Kuma: Priced at $8,000.
Bug Fixes
- Fixed suicide drones not detonating.
- Announcer should not be stuck on a loop anymore if enemy resets sector during capture.
- Capturing a green sector should no longer reset the enemy sector vote.
- Non-pylon aircraft like Armed Blackfish and boats should now have turret customization back.
- Fixed auto switching to squad channel on respawn.
- APS should no longer mistake enemy fire as friendly fire.
- AI should no longer clump up as much on spawn.
- Adjusted vehicles having too little/much position offset when spawning.
- Locking a vehicle should now work even if you have not gotten into it.
- Fixed certain assets showing empty names in killfeed.
- Fixed display errors on surrender/reset votes.
- Addressed issue where SAMs would self-destruct prematurely.
- Fixed issue where saved loadouts couldn't be loaded in certain cases.
- Fixed exploit that allows rearming without consuming resources.
- Disable invite button when squad is at max size.
- Fixed display errors in squad interface when squad member leaves.
- Fixed bug where having an AI in the gunner seat would cause the player to lose their free rearm upon applying.
- Fixed bug where vehicle can end up with double ammo points in the rearm menu.
- Fixed bug with aircraft pylons resetting positions.
- Fixed issue with inconsistent starting channel for opfor.
- Fixed enemy jammers range blocking players from putting down jammers.
- Fixed certain languages with UI overflow rearm (etc) text.