Greetings, Raiders!
Got a somewhat larger update for you all, as we have been getting much more feedback these past couple of weeks then we were used to. You guys definitely kept us busy, keep em' coming!

There have been a few common community concerns that came up we tried to address in this update, as we keep trying to keep up with all the work that needs to be done. Thanks to everyone for all the positive feedback and increased interest. We have a lot of plans for the future, and hope we can deliver!

Flamer Changes
Flamers lately have been underperforming a bit against players, so they received some of changes to make them harder, better, faster, stronger. We hope these changes will make the Flamer a little scarier at a distance and less of a pushover if you were to just run up to him.
Read more in the changelog below.

Crit Changes
After some community feedback brought bad critical hit chances to light, we took a little dive in to see what's up with that, R&Gesus was just not in your favor. After some meddling we came up with a way to cheat the system to make crits feel more consistent.

Crit chance is now cumulative, meaning each time you hit an enemy and don't roll a crit, the chances increase until you score one.

Dogtag Sounds
Some adjustments have been made to make dogtag hunters happier, you will now be able to hear a shimmer if there is a dogtag nearby. Silent at first, the shimmer sounds become more audible the more dogtags you have collected in the mission.

We will keep monitoring the discourse around this topic, and make further adjustments if the sounds prove to not be enough.

Future Feature - Daily Bounties
This feature is still in development and is subject to changes!

A new system we're experimenting on (based on the mod of the same name), would give players a shuffled mission and a randomly generated challenge card every day.
The rewards for beating the mission scale based on the difficulty of the card itself, with effects ranging from lower player health, increased enemy damage, up to effects like melee only and crab walking!

Future Feature - Operations Free Play
This feature is still in development and is subject to changes!

We know a lot of players aren't a fan of operations, but would still like to play some of the level variations, so this new free play system would allow you to pick stages from both operations. The exact way of how this will work is not decided yet, so we are open to suggestions.

Changelog
Update size: 2.3 GB

  • Added a shimmering sound effect for dogtags, that get louder the more that's been picked up.
  • Added instanced rendering to even more props and shadow casters to improve performance.
  • Added a cumulative effect to critical hits, for every failed attempt the chances slightly increase until a crit occurs.
  • Added a new hitmarker variation for critical hit kills.
  • Adjusted critical hit chance card effects to be additive rather than multiplicative to make it function without crit skills.
  • Adjusted loot chest drops to be more rewarding in mid-tiers.
  • Adjusted the throw angle of flak shells to be easier to throw above cover.
  • Slightly decreased the dogtag requirements for all reward chest tiers.
  • Improved the spectator camera when spectating vehicles.
  • Lowered the audible range of some explosion sounds.
  • Updated localization files.

  • Fixed crate supplies showing 1 frame of the drop animation when spawning.
  • Fixed supply drop pods not being cleaned up on level completion.
  • Fixed the halloween machete melee weapon incorrectly being awarded by loot drops.
  • Fixed entering a vehicle and dying at the same time putting players into a limbo state.
  • Fixed card effects modifying weapon damage being nonfunctional.
  • Fixed a crash when joining a game with a challenge card applied.
  • Fixed a Team AI related crash when joining a game.
  • Fixed a crash related to challenge cards that use ammo pickup to grenade refill effects.
  • Fixed a crash related to weapon challenges not updating properly on launch.
Enemies
  • Added new sounds for the Flamer's incendiary grenades.
  • Added new explosion effects to the Flamer's gas tank.
  • Adjusted the Flamer incendiary grenade throw logic to be more common on higher difficulties.
  • Increased the movement speed of Flamers.
  • Increased the health of Flamer gas tank.
  • Increased the damage and range of Flamer gas tank explosions.
  • Increased the range of Flamer incendiary grenades.
  • Reduced the duration of Flamer incendiary grenades.

  • Fixed Flamer incendiary grenades not dealing detonation damage.
Interface
  • Added critical strike chance stat to the proficiencies menu.
  • Added card suggest sounds to the cards table.
  • Changed sorting in the card menu to be based on amount owned, unowned cards will still be listed.

  • Fixed accuracy upgrade stats on shotguns not being displayed properly.
Levels
    Fixed the sound effect for tanks exiting rubble being heard globally on operation missions.
  • Amber Train
    • Adjusted some props around the area behind the train to make mantling easier.

  • Forest Convoy
    • Adjusted logic exploding trucks, they should explode less often.

  • Full Stop
    • Fixed incorrect voicelines playing when opening bunker rooms.
    • Fixed a typo in the mission description.

  • Gold Diggers
    • Moved a floating lamp.

  • Kelly
    • Fixed some typos in objective descriptions.

  • Last Orders
    • Added revive pumpkins for the Season of Resurrection challenge card.
    • Switched the loot in the trucks to be securable carry items.

    • Fixed the "Taking over guard duty" achievement incorrectly triggering when failing the level in stealth.
    • Fixed an outlaw intel not being able to be picked up.

  • Strongpoint
    • Increased the delay between Mrs White reminder lines.

    • Fixed some inconsistencies in subtitles.
    • Fixed the dynamite drop pod not playing any sound.

  • Wiretap
    • Optimized vegetation.
Weapons
  • Reduced the spread on all sniper rifles.
  • Increased weapon butt melee range from 1.5m to 1.65m.

  • Fixed accuracy upgrades on secondary shotgun being incorrect.
  • Fixed a lot of third person weapon sounds missing proper 3D spatialization.
  • Fixed bullet auto-hit calculations being inverted.
  • Fixed rare crash when killing enemies with grenades.

  • M1 Garand
    • Reduced total reserve ammo from 64 to 56.
    • Reduced base ammo pickup from 8 to 7.
    • Slightly increased the per-shot spread.
    • Slightly increased the kick values.



Mod users; Please check for broken mods!
If your game is not launching and you may have outdated or incompatible mods installed, please be sure to completely uninstall mods if you are having immediate issues!
In your RAID World War II directory remove IPHLPAPI.dll or WSOCK32.dll files by hand, as verifying game cache will not remove these files.