Update 0.14

Release Date: June 14, 2018

	+ A tall lookout tower that provides map intelligence coverage over a very large area
* New Conquest Map: Oarbreaker Isles
	+ A new Conquest region designed specifically for amphibious warfare
* Reaching Trail Expansion
	+ Now supports 140 players
* Great March Expansion
	+ Now supports 140 players

### Gameplay Features & Changes

* Water Mechanics Changes
	+ Players can now border travel on water
	+ Stamina drain while swimming has decreased by 45%
	+ Stamina no longer drains in water if player isn't moving
	+ Water vehicles can now be entered while swimming
	+ Vehicles can now drift (move slowly) on water even when out of fuel or disabled
* Key Skirmish changes
	+ Skirmishes are unique in the world (no more multiple instances of the same map running at once)
	+ Reaching Trail and Great March have been expanded to support 140 players
	+ Victory condition is consistent with Conquest now (claim all victory towns and build them to tier 3)
	+ 3 hour time limit has been removed
	+ Tech Tree is more comprehensive and has more branching choices
	+ Oarbreaker Isles will be compatible with Skirmish mode
* Key Conquest changes
	+ A specific number of victory towns are needed to win the Conquest, not all of them
	+ Conquest can optionally be extended to include Oarbreaker Isles, Reaching Trail, and Great March
	+ New regions can open up several days after the Conquest starts
	+ Conquest mode will be exclusive while it is active (Skirmishes won't be available)
	+ The **Travel Screen** has been updated with general improvements and to accommodate the new Conquest regions
	+ The World Map screen has been updated for the new victory condition
* Barge
	+ Ramp can now lower on any shore (as oppose to just Shipyards and Docks)
	+ Can only move when there are 6 or less players standing on it
	+ Model has been redesigned to include extra space for the driver to exit
* Landing APC
	+ Can only move when there are 6 or less players standing on it
	+ Players can no longer stand on the cabin
* Medical Station (previously only at Port Bases) is now included outside of Port Bases on some maps (Oarbreaker Isles) and can be destroyed
* Shipyards have been removed from Weathered Expanse, Endless Shore, and Umbral Wildwood. This is a temporary change that was done to focus amphibious landings on the west coast of the mainland first.

### Game Balance

* Skirmish Tree Tech Tree has been redesigned
	+ Now includes Landing APCs, Field MGs, Landing APCs, Cargo Ships, Gunboats, Radio Backpack, Garrison Camps, Half-Tracks, and Light Utility Vehicles
* Conquest Tech Tree has been changed
* Westgate, Farranac Coast, and Mooring County have changed
* Minor changes to production structure distribution in Westgate, Upper Heartlands, and Callahan's Passage
* Garrison Supplies increase Garrison Size growth by 5x rather than 3x
* Tunnel Networks
	+ No longer requires Tech unlock (available by default)
	+ Has reduced damage mitigation against all weapon types
	+ Requires CV to build
	+ Basic Material cost increased from 100 to 250 Basic Materials
* Mortars now require Blueprints
* Half-Track cost has changed from 120 Basic Materials to 120 Refined Materials
* Barge cost decreased from 170 to 150 Basic Materials
* Barbed Wire cost has increased from 15 to 20 Basic Materials
* Barge item capacity increased from 12 to 15
* Tech Part drop rate decreased by 15%
* Sticky Bomb distance increased by 40%
* Gunboat
	+ Light Artillery turret damage radius has increased
	+ FMG turret can now aim further
* Supply Drop item quantities have doubled

### Other Changes

* Border travel now must be manually triggered by pressing 'E"
* Redesigned **Travel Screen**
	+ Now includes more information such as exact queue counts, contested areas, travel connections, and more
* Redesigned World Map Screen
* #war-is-starting channel for War Correspondent has been retired
* "Need Help?" tool tips have been updated (and new ones added for Tech Center and Refinery)

### Bug Fixes

* Westgate minimap doesn't match road layout
* Gate at Dredgefort (Umbral, P15) is permanently blocked
* Field Artillery can't be unlocked with wrench right after it's been built at a vehicle factory
* Colonial Bunker exists in Old Ismoth Warden Base (Mooring County)
* Returning to Home Region while driving a Barge with a vehicle loaded despawns the vehicle
* Returning to Home Region while driving a vehicle with a passenger causes the passenger to travel to another region
* When logging off as a player on the platform of a Barge, offline "sleeping" character is left behind floating in mid air
* Warden player intel renders behind other intel on the map screen
* Backpacks don't drop onto the floor if you die on the second floor of a Garrisoned House
* Foliage occlude player's vision when driving in vehicles
* Invisible wall stops trucks in the road at H4 in Callahans passage
* Chain link fences can't be shot through
* Warden pillbox exists inside a refinery on Umbral Wildwood
* Truck sometimes takes no damage from Pillboxes
* Sandbags can be used to exploit scrapping nodes
* If player switches from driver to passenger seat while waiting for travel, vehicle will disappear after traveling
* Players can enter vehicles through walls
* Open Gates interfere with aiming at targets with the tank
* Garrison Supplies can't be removed from Port Bases
* Player exiting a vehicle can sometimes get stuck in an object and forced to re-enter vehicle
* You can walk inside a mountain mesh in Mooring County at J14
* UI reports that it takes days to complete some Blueprints even though it's actually a lot sooner
* Players spawning on top of an Outpost can be stuck in each other
* Can place build sites from the back of a vehicle
* Gunboat gets stuck at Shipyard at the Gallows on Westgate