Update 0.11

Release Date: April 4, 2018

	+ A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River
	+ This map heavily features Trench Warfare and a unique asymmetric layout
* Garrison Supplies (Different Function From Previous Implementation)
	+ Highest Tech Item (unlocked after Light Tank and Tunnel Network)
	+ Stockpiling this item at a Base will allow it's Garrison Size to grow at an accelerated rate

### Gameplay Changes

* Supply Drops
	+ Supply Drops containing weapons and equipment are earned at the end of each Skirmish
	+ Size of Supply Drop determined by the outcome (win condition) of the skirmish and the number of players present at the end of the battle
	+ Supply Drops are accumulated at the Shipping Facility on the Home Island and are shipped to the three Port Bases at the start of the Conquest and on a regular 8 hour interval afterwards
* Skirmish Tech Trees
	+ Skirmish maps now feature their own stand-alone Tech Trees that add a sense of progression and unpredictability
* Skirmishes now have 5 possible outcomes:
	+ Total Victory - Friendly side claimed all significant towns
	+ Partial Victory - Friendly side claimed more significant towns than enemy
	+ Total Defeat - Enemy claimed all significant towns
	+ Partial Defeat - Enemy claimed more significant towns than friendly side
	+ Stalemate - Friendly side and and enemy claimed an equal number of sigificant towns

### Game Balance

* Tech Part drop rate has been increased by 33%
* Tech Tree has been adjusted so that most Items/Vehicles/Structures require more Tech Parts to be researched
* Westgate: Win Condition Town has been moved from Lord's Mouth to Alchimio
* Mortars no longer require Blueprints to produce

### Other Changes

* Skirmish Lobbies wait for enough players to join before starting to countdown (helps balance teams better)
* Players can now play Skirmish battles while waiting in a Queue to enter Conquest
* Travel reservation has been optimized to generally reduce wait times on Queues
* Overall capacity of Conquest has been increased by 5-10%
* Offline Characters (sleeping) will no longer be left behind on the Home Islands
* Surrender mechanic is now enabled for Skirmish mode
* Festival Game Modifier (enables some options for upcoming annual Foxhole Festival event)

### Bug Fixes

* Gun Turret no longer shoots through walls and other obstacles
* Vehicle Blueprints can no longer be duplicated by destroying Build Sites
* Client no longer crashes when pressing Q quickly while inside a vehicle
* Bases can no longer be upgraded to T3 on rare occasion when they aren't in a significant town
* Gunboats can no longer get onto land by region travelling from Farranac to neighbouring regions
* Player is no longer stuck mid-air if player was mounted on a Howitzer when it was destroyed
* Players can no longer carry 300+ Howitzer Shells without encumbrance by picking them up after a Howitzer is destroyed
* Howitzer shots are no longer easily blocked by landscapes (making them hard to use against infantry)
* When player has a stack of 100 equipped, equipping another item to that stack no longer causes you do lose the item
* Vehicle no longer disappears when disconnecting from the Conquest servers in the middle of a travel
* Travel screen Skirmish Pop up player population value is no longer incorreclty calculated at times
* Fixed issue with passive defenses not getting connected by Bases when they are slightly far (but within range) of passive defenses
* Client no longer crashes on rare occasion when selecting a faction
* When Client version is mismatched with Server, "Lost Connection" error is no longer displayed
* Skirmish instances that are running when Conquest isn't active no longer stall on occasion
* Fixed rare Skirmish server crash
* Grenade decals no longer get "attached" to players
* It's no longer possible to add more than one mission objective to the map
* Misc. map fixes