Existing characters will have their xp remapped on the new scale
Required experience values changed and added requirements up to rank 22
Added option for ammunition to affect weapon cone fire and recoil
Players can now buy General and Officer type characters (Rank 12, 15, 18)
Players with at least 1 AT, but with no characters ranked 12 and above will get an XP boost for a while
Characters can now rank higher than rank 14
Characters can be upgraded to "General" character type
Characters of type "General" cannot take part in any action games and cannot be converted to any other type
Character's items will be unassigned from the "General" character when he's upgraded
Players can assign any unassigned items to any of their characters that can equip the item
Characters can unlock "command" points, which can be used to equip ATs worth those points
Characters between rank 12 and 17 can only equip ATs of the character's type (For example, recon character of rank 14 can equip a recon team, but not a light tank team)
Characters above rank 17 (i.e. generals) can equip any type of AT
ATs also earn experience for their general character
New friends list look, almost same functionality
Training, Squad and Leaderboard screens turned into windows and accessible globally
Player Account window moved to globally accessible in top right
Friends list has new icon
Slight revamp of ranking window
Random mission can now be filtered to only look for Training Missions, Campaign Missions or Both types. Default value is training missions only
Tier 1 players can not see the above mentioned filters. The filters are set to Training missions only for Tier 1 players.
Waiting times when looking for random missions are now minimum waiting time instead of average. Also checks your vehicles equipped.
Waiting times for joining specific mission is now "N/A".
Added the general career opportunity to the career overview, expanded it with more details.
A window explaining what needs the be unlocked to command Assault Teams is shown, when the player has no officer characters, and:
Tries to access the HQ
Tries to access the AT shop window
Sort players in match making so that those waiting for a specific mission gets in before the rest.
Tweaked criterias for type of training missions generated. Waiting time now taken into account.
Added ribbon booster bought notification screen
Added 'Adjustable Wrench' unlock to Tank Driver Level l5 (Tanker) & Driver Level 9 (Infantry + Recon)
Moved motorcycle unlocks from driver level 9 to driver level 7
Adjusted prices of bazooka/panzerschreck down since they are now consumable.
Decreased cost of at-mines
Unlock notification screens are no longer cut off for players with long character names
XP should now correctly update in browser after a mission has ended
Fixed a rare issue where the matchmaking screen wouldn't disappear after being engaged in a mission
New "Capitals"/Major Cities added to the campaign map
Each faction starts with more than 1 capital
ATs spawn near a capital which the player selects (selected capital must be under faction's control)
HQ AT is not displayed on the campaign map anymore
Each capital counts for 1 victory point
First faction to achieve certain number of victory points, wins the war
First faction to lose all capitals (i.e. 0 victory points), loses the war
ATs are supplied from the closest (uncontested) capital of that faction
Optimizations for Campaign
Assault teams can be managed and added to the command of officers from the menu accessed by clicking the HQ button.
Removed a lot of the clutter from the campaign screen:
The right hand menu contains Assault Teams that are owned, and equipped on an officer owned by the player. They can be resupplied and deployed from here. The menu can be folded out to show more info.
Battlefields can be searched in a much smoother way
When a multi marker is clicked, the units it contains are shown at the bottom of the screen, along with the name of the location they are on.
Reserves show up in the same menu as the Assault Teams, but with a different representation.
Lots of new battlefields (15 capitals and 869 Towns - Feel free to double check this number )
Assault teams smoothly move over lines again instead of jumping from town to town
Assault Team picking priority changes
Order of ATs picked for missions is now different depending on the mission type (assault as defender, assault as attacker, and skirmish)
This is the predecessor of the Fighter Squadron Assault Team
Added Pathfinder AT
This is the predecessor of the Paratroopers Assault Team
Removed Anti-Tank ATs
All existing 'Anti-Tank Infantry' type ATs have been converted to 'Motorized Guard' type
All existing 'Motorized Anti-Tank Infantry' type ATs have been converted to 'Motorized Infantry' type
Removed never used ATs
Remapped all AT action IDs
Fighter Plane ATs can be directed to move to all types of locations. However, they will only land if there's an assault mission, or the location is a friendly airfield. In all other cases, they return to the location they started the transport from.
Assault Team earning changes
ATs earn the sum total cost of all resources they have killed
ATs do not earn any special bonus for participating or winning a battle
New progression for Assault Teams implemented
Guard is now the 'base' infantry and an assault team can progress from this assault team in to different infantry assault teams
Assault team progression overview window is back and functional