Update 0.32

Release date: December 11th, 2019

## Trench & Bunker System

* All new modular base building system has been added to the game!
* New Item: Shovel
	+ Use the shovel to dig under the landscape to produce trenches and bunkers
* New Modular Structure: Rifle Garrison (Tiers 1-3)
	+ An entrenched bunker manned by stationed troops armed with Rifles
* New Modular Structure: AT Gun Garrison (Tiers 2-3)
	+ An entrenched AT gun manned by stationed troops
* New Modular Structure: Engine Room (Tier 3)
	+ A engineering facility that provides power to Bunker structures using pipe connections
* New Modular Structure: Storm Cannon (Tier 3)
	+ An extreme range artillery capable of firing up to 750m away
	+ Large aim deviation, but massive firepower
	+ Requires Loading Chamber Facility
	+ Requires multiple connected Engine Rooms to power
* New Modification:
	+ Trench Bridge - Allows vehicles to cross over this Trench
	+ Trench Barbed Wire - Slows down enemy infantry invading this Trench
	+ Underground Pipes - Provides power connections from Engine Rooms to Upgrades
	+ Bunker Doorway - Provides entry to this Bunker
	+ Bunker Firing Port - Allows infantry weapons to be fired from the safety of this Bunker
* Bunker & Trench Mechanics
	+ Bunker segments can be connected to form Bunkers of different shapes and sizes
	+ Connected segments share one big health pool
	+ Bunkers trade size for structural integrity that affects the overall durability of your creations
	+ Upgrade your base through 3 tiers.
		- Tier 1 is produced with no cost of resources, but must be dug out with the shovel.
		- Any number of players can dig a single build site in parallel to get it done faster.
		- Tier 3 is very tough, but requires time for your concrete to 'settle'
	+ Hold ALT to view pipes networks installed underneath Bunkers & Trench networks

## Medic Expansion

* New Vehicle: Ambulance
	+ Used for transporting Critically Wounded Soldiers from the frontline to the Hospital or Field Hospital.
	+ Stacks all medical equipment and supplies
* New Structure: Hospital
	+ When a player dies, there is a chance their body will convert to a Critically Wounded Soldier
	+ Critically Wounded Soldiers can be placed into an Ambulance and delivered to a Hospital or Field Hospital in exchange for Soldier Supplies
	+ Critically Wounded Soldiers delivered from the front can be recovered into Soldier Supplies
	+ Provides 50 beds for recovering soldiers
* New Structure: Field Hospital
	+ Same as the Hospital, except buildable by players anywhere in the world
	+ Provides 6 beds for recovering soldiers
* New Item: Blood Plasma
	+ New resource required to revive wounded players
	+ Stackable in Ambulance only

## Other New Content

* New Weapon: Light Machine Gun
	+ Can be fired while standing
	+ Less Accuracy and smaller clip vs other Machine-Guns
* New Weapon: Machine Gun
	+ A refresh of the old Heavy Machine Gun
	+ New visuals and SFX
* New Shippable Structure: Concrete Mixer
	+ Used to refine raw Components into Concrete for construction of high-level defences.
	+ Constructed at the Construction Yard
	+ Delivered and deployed via Flatbed Truck and Crane
* New Wall Construction Set
	+ All walls and gates have been redesigned with new visuals and snapping capability
	+ Sandbag walls now have curved variants

## New Features

* New Large Item Class
	+ Special items that must be carried over the player's shoulder
* First-Aid kits, Grenades, Satchel Charges, and other equipped items are now visible on the character, making the usage of these items identifiable on the battlefield
* The Home Regions have been redesigned with new visuals and layouts
	+ More training areas for you to rehearse your operations, plan your fortresses, or practice your abilities.
	+ Clearer tutorial signage and updated tool-tips for better new player experience
	+ More areas to deploy to the war so you can avoid the crowds (but not the queue!)
* The Wounded Player countdown timer has been increased to 30 seconds
	+ Wounded Players can now press E to 'give up' after 10 seconds
* Many weapons have redesigned SFX and VFX, including the SMG and MG
* Relic Base
	+ Old Bunkers left behind from past wars that act as world bases outside of towns
	+ Provides all normal Base facilities and built in AI defenses and cover mounts
* Suppression of AI defences now works
	+ Shooting at AI defences suppresses them, which reduces their rate of fire
	+ Structures have different thresholds for suppression

## Gameplay Changes

* Squad window can now be minimized
	+ Squads are now sorted by online/offline status and online player count
	+ Count shown beside Squad now reflects online players only
	+ Offline Squads are now grayed out
	+ Offline Squad members can now be kicked
	+ Offline Squad leaders can now be reassigned
* The production speed of all Resource Mines now scales with player population
* Hammer now has an alternate fire mode (Press 'F') that is required to upgrade structures
	+ Upgrade Mode also displays statistics for targeted structures like Health, Faction, etc
	+ Upgrade Mode shows the original builder of a structure
* Holding down the ALT key know reveals underground pipe networks
* Barbed Wire collision has been changed so that slow movement is more consistent
* Repairing any structure now takes Basic Materials (cost scales based on materials required to build structure)
* First-Aid Kits now require bandages to be used as ammunition to heal
	+ Bandages can still be used without a First-Aid Kit
	+ Bandages have been made lighter by 90%, and their crate size increased to 80
* Many maps have been altered to open up more viable building areas for Trenches/Bunkers
	+ Significant changes in Sickle Hill (Farranac Coast) and Umbral Wildwood.

## Game Balance

* Component and Sulfur fields now spawn every ~6 hours instead of ~8, resulting in a 33% increase in resources overall
* Sunken Pillboxes and Bunkers (Tier 4 walls) have been removed from the game
* Light Tanks health increased by 20%, and their Petrol consumption rate reduced by 15%
* Battle Tanks health increased by 10%.
* Gun Nests damage mitigation against small arms & explosives significantly reduced
* Gun Nest health increased slightly
* Shotguns range reduced by 50%
* Revolvers range reduced by 30%
* Satchel Charge damage has been increased by 25%
* Empty Trucks now travel 20% faster than Trucks that have a full inventory.
* View distance for small arms and grenade weapons have been increased (consistent with the Rifle)
	+ The Sniper Rifle is an exception
* Rifle range has been reduced by 10%
* Carbine range has been reduced by 7%
* Storm Rifle range single shot mode has been reduced by 7%
* Green Ash Howtizer Shells have been removed from the game for now
* Armoured Cars can only run over light and not heavy structures

## Other Changes

* New lore has been added to the game. Happy Hunting!
* Improved interior lighting for some structures
* Rendering performance drastically when playing near a region border

## Bug Fixes

* Textures under trees flicker under certain circumstances
* Aim line sometimes indicates a clear shot when in fact the shot is blocked
* Firing at certain walls when a player is on the other side produces blood visuals
* Client can crash on rare occasion after border traveling
* Shrapnel Mortar Shell inconsistently hit infantry near impact point
* Mortar Shell can be duplicated using the Emplacement House
* Resources can be lost at the Refinery if transferring to a full vehicle using right click