Update 17 is OUT NOW | Dev Brief #203 | Full Changelog
Update 17 has deployed on all platforms!
This update brings the release of the brand new Tobruk map, Dynamic Sandstorms and some Quality of Life Improvements!

The Second Siege of Tobruk was a short lived battle set in Tobruk - Libya that saw the capitulation of the British defences, within a single day. Set on 20th June of 1942, the Second Siege of Tobruk featured the successful campaign of the Deutsche Afrika Korps against the British 8th Army, as the harsh summer sandstorms rolled in. Aside from the close-quarters combat of the city proper, the map also features various caves, aptly named the “Desert Rat Caves” after the defenders of Tobruk, who were often referred to as the “Rats of Tobruk”.
Tobruk comes with the following game modes:
- Warfare
- Offensive British
- Offensive German
- Control Skirmish
[h2]New Map - Tobruk[/h2]
[h3]Watch the Tobruk Deep-Dive Video Overview:[/h3]
[previewyoutube][/previewyoutube]
[h3]Map Rationale[/h3]
When planning what kind of thematic map we wanted to create, we referred to the existing maps that are currently available to players to help us decide. As a team, we decided that this map could be:
- A desert map that is different to El Alamein yet feels cohesive in nature
- An opportunity to provide players with new fighting experiences including: caves, creeks, accessible rooftops and the overall blend of urban and rural areas
- A map that incorporates dense urban areas but does not restrict vehicles/armour
- A map that has diverse Capture Point themes that contrast each other yet remain thematically cohesive overall

[h2]🖱️Full info on Tobruk's Capture Points.[/h2]









[h2]Features[/h2][h3]General[/h3]
- Improvements made to the XP System
- Improvements made to the dynamic weather system
- Improvements made to the Flamethrower
Tobruk - The following time of day scenarios have been added:
- Morning
- Day
- Dusk
- Warfare
- Offensive British
- Offensive German
- Skirmish


- New distant landscape added
- Reworked materials
- Added new roads and snow details
- A new skybox was added to create a more dramatic morning setting
- Tuned fog settings to ensure they worked well with the lighting conditions
- Updated HDRI, again tuned so that the specular values are less harsh
- Tuned direct lighting settings to be slightly more pink and less intense
- Tuned post-processing to add a subtle blue filter

[h3]Weather System[/h3]
The technical art team has collaborated closely with the programming team to improve the weather system originally developed for Elsenborn Ridge and Purple Heart Lane. This updated system introduces greater flexibility and adds an extra layer of randomness to the weather patterns. In the previous version, the weather would cycle through various intensities at predictable intervals (e.g. every 2 to 5 minutes), always ending in an extreme setting before cycling back down. The new system alters this behaviour, making it less predictable when an extreme weather event will occur. As with the original system the transitions have a time range and cool down time range, however, from here we can breakdown each of the scenarios to give them separate weighting. We can control how long it will stay at medium compared to heavy or extreme, we can control the maximum amount of occurrences for each scenario. This also means that when it reaches a heavy scenario it can sometimes move back to mild or medium rather than always going to extreme.
As part of our plan to expand the dynamic weather system, we are now able to introduce sandstorms to Tobruk. The sandstorm features four distinct modes, beginning with a light flurry of dust and sand particles and escalating to a full-blown sandstorm. The extreme setting reduces visibility, creating intense dust clouds and particles around the player. These moments offer players an additional layer of dynamic cover, and with the updated system, the occurrence and duration of these events are now less predictable.
Due to the nature of the sand dust and cloud particles the technical art team needed to update how the occlusion system worked. Traditionally the system was handled this way:
- Capture a world aligned top down heightmap
- Particles then sample the heightmap using their world position
- If the particle’s own height is lower than the sampled heightmap, that particle is occluded/hidden

Environment Art - Expression Games
[h3]Flamethrower Buffs[/h3]
The following buffs have been made to the flamethrower to allow it to destroy more buildable structures:
Previous Behaviour - Previously could destroy:
- Garrison
- Outpost
- Forward Position
-
Fuel Node
- Garrison
- Outpost
- Forward Position
Manpower Node
Munitions Node
Repair Station
Supply Drop
Ammo Drop
Ammo Box
Supply Box
Explosive Ammo Box
Medic Box
- Flamethrower effective range increased from 23m to 35m
- Flamethrowers now suppress enemies

[h3]Structure Durability[/h3]
Player built structures now have varying durability levels. These are categorized as Light, Medium and Heavy. Upgrading structures will increase their durability. This will allow us to explore how various weapons interact with different structures.
- Bunker (Tier 1) - Light
- Bunker (Tier 2) - Medium
- Bunker (Tier 3) - Heavy
- Barricade (Tier 1) - Light
- Barricade (Tier 2) - Medium
- Barricade (Tier 3) - Medium
- Hedgehog - Medium
- Belgium Gate - Medium
- Barbed Wire - Medium
[h3]Precision Strike[/h3]
The first change we have made, along with the new structure durability, is that precision strikes can now destroy Light and Medium structures, giving commanders a tool to break through tough enemy defences.
Previous behaviour - Previously could destroy:
- AT Gun
- AT Mines
- AP Mines
- Ammo boxes
- Supply Boxes
- Medic Boxes
- Garrison
- Outpost
- Forward Position
- Fuel Node
- Manpower Node
- Munitions Node
- Repair Station
- Supplies
-
Bunker
- AT Gun
- AT Mines
- AP Mines
- Ammo boxes
- Supply Boxes
- Medic Boxes
- Garrison
- Outpost
- Forward Position
- Fuel Node
- Manpower Node
- Munitions Node
- Repair Station
- Supplies
Bunker Upgrade 1
Barricade
Barricade Upgrade 1
Barricade Upgrade 2
Hedgehog (US & BRITS)
Belgium Gate (GER & DAK)
Barbed Wire
[h3]New ways to get XP[/h3]
As a first step to promote some positive play, we’ve added more ways for the player to gain XP whilst playing the game as it is intended to be played. These include the following:
- XP for accurate infantry marks/pings
- XP for accurate vehicle marks/ping
- XP for accurate OP/Garrison Markers
- XP for suppressing enemies
- XP for kill assists
[h2]General[/h2]
- Recon Outposts layer on top of all other outposts
- Player icons may block the ability to click on outposts
- The active Outpost icon fails to layer on top of other outposts
- Microphone Check Settings Reset After Closing Game
- HQ spawn timers freeze while the "Unit Join Request" pop-up is on the screen.
- All British helmets sit too high on the character’s head
- Aim down sights triggers read/write of the input.ini file multiple times per ADS
- A crash will occur after performing a network disconnection and then reconnecting and progressing past the IIS
[h2]Map Specific[/h2]
[h3]Sainte-Mère-Église[/h3]
(I8) Additional stone wall on the road
(G4) Deploying on an outpost placed next to the house causes the player to become stuck in the building
[h3]Sainte-Marie-du-Mont[/h3]
(H8) Players can use an Airhead to spawn into an inaccessible area
[h3]Purple Heart Lane[/h3]
(E2) The player can become stuck inside the building after deploying
[h3]Omaha Beach[/h3]
(D6) Players can spawn in a locked building
[h3]Kharkov[/h3]
(F1) Misplaced artillery prevents the player from exiting the seat
(F1) Floating artillery
[h3]Foy[/h3]
(F4) Two buildings are overlapping
[h3]Elsenborn Ridge[/h3]
(H3) The player gets stuck between a sandbag wall and a pile of barrels
(D10) The snow is not blending correctly with the road and ground
(C2) There are wooden boxes and pallets without snow in the open
(HF) (H3) Missing polygon face at the end of a trench network
(H8) Small seam that the user can see out of the game world
(H4) Big snow pile with furniture appears low resolution
(G6) Misaligned snow terrain
(C5) A little bit of snow texture is poking through the roof asset on the interior side.
(C3) The Back face of a rockface that is alongside a road is missing
[h2]Deutsche Afrika Korps[/h2]



[h2]British Eighth Army[/h2]



[h2]Long Range Desert Group[/h2]
