Update 0.16

Release date: August 27, 2018

		- Right click on a name in the player list to bring up a context menu to mute players
	+ Operations are cross region
* New Voice Engine
	+ Vivox is now the main engine used for voice chat (see their website for details)
	+ Push `G` to talk to your Operation group
* Text chat improvements
	+ A new tab system has been introduced (Though it's currently only available for Operations. We hope to expose it further in the future!)
	+ Scroll location stays in place even when a message comes in
	+ Better use of colour to differentiate text chat channels
	+ Text chat window visuals have been updated so it's clearer to tell when it has focus

### Map Changes

* Reaching Trail has been heavily redesigned
* Mooring County has been heavily redesigned
* Umbral Wildwood layout has been redesigned
* East coast regions have been redesigned to include amphibious landing zones
* Water travel between Deadlands and Farranac Coast / Endless Shore is now available
* Resource Mines have been added to mainland World Conquest regions
* Terra, Vulpine Watch, and the road between Iron's End and Spine have been moved so that they are further away from the region borders
* Refinery has been moved from Thunderfoot to Stray in Umbral Wildwood
* Ceo Highlands (in Westgate) has been modified so that it doesn't provide an unfair vantage point
* More natural barriers added to region borders to prevent free access to partisans
* Scrap and Sulfur field locations have changed through out the conquest mainland

### Gameplay Features and Changes

* Weapons Mechanics Revamp:
	+ New Stability system: All weapons are more accurate when you wait for them to stabilize first (stability level indicated by how far apart the reticule lines are)
		- "Running and gunning" is much less effective now
		- Certain weapons take longer to stabilize after moving than others
		- Certain weapons take longer to stabilize after firing than others
	+ Accuracy has been tweaked across all weapons
	+ Weapon stability can be visualized when entering the shooting range in the Home Region
* Camera now dynamically moves ahead for the driver of a vehicle, making it easier to avoid obstacles in front

### Game Balance

* Tunnel Networks no longer decay
* Scrap fields now spawn 20% more nodes
* Tank Trap cost reduced from 20 to 15 Refined Materials
* Storm Rifles no longer require Blueprints to produce
* Barracks inventory capacity increased from 12 to 15 slots
* The time it takes a completed Factory order to move to the public inventory has been increased from 30 to 45 mins
* Skirmish Tech Tree now includes the HMG
* Forward Bases no longer provide Map Intelligence

### Other Changes

* Other Changes
	+ Network logic for player activities has been reworked for increased robustness
* Reload bug has finally been fixed as a result of this change
* "Mission Objectives" have been renamed to "Squad Markers"
* Moderators will now have a unique name tag color in-game

### Bug Fixes

* Wind visual effect on foliage is stronger on medium/low settings and causes FPS drop
* Foxhole is invisible from any angle when intersecting with grass
* In Umbral Wildwood, northern border travel zone queues player for Heartlands instead of Endless Shore
* Vehicle drivers can see players outside of vision zone during night time
* Distorted sound effect plays loudly when traveling between regions
* Commander can continue to fire Pistol after closing hatch on tank
* Sometimes hits from Hammer / Sledgehammer won't register, skipping every other hit
* Another player firing a shotgun launches your character backwards
* Barge traveled onto land at the Gallows/Victa crossing
* Players that load on your screen are given outlines through walls for a second
* Stuck spot on the river in Deadlands F6K1
* Players are able to repair defensive structures from inside Bunkers, Pillboxes, and Gunnests
* Can keep stockpile UI open even after getting out of vehicle
* Can get stuck in geometry behind the Victa hospital in Farranac Coast
* AT Mines visually explode in the wrong location after running them over
* Footprint trails appear on what should be hard / solid surfaces
* Player can run while firing SMG
* Oarbreaker road not properly reflected on map near The Report (G17k1)
* Fixed floating tree on Warden Home Island
* Leaving Skirmish doesn't reserve your spot when you reconnect immediately
* No animation exists for equipping Bayonet while crouched
* Barracks placed on slopes with the front facing into the cliff will spawn you under the ground
* Cliffs and shore in Deadlands F7k8 have elements (trees, grass) floating above player
* Players can launch themselves into the air using a gate and high latency
* Player can move around with map open, after opening and closing chat with the map open
* If Player mashes Q (enter) while repairing a vehicle, or structure which can be entered (ie; Pillbox), they will continue to repair while in the vehicle
* Entering vehicles while prone does not unequip your current weapon
* Ammo doesn't refill after reload animation plays back under high network latency conditions