Update 0.18

* Added reconnect button for voice chat (found in Options -> Voice -> Reconnect) that can be used to restore voice comms

### New Content

* Sniper Rifle
	+ A scoped, bolt action rifle with very high accuracy and damage. It takes a much longer time achieve a steady aim than most other small arms.
	+ The Sniper Rifle is currently only available in Skirmish and Dead Harvest modes
* 7.92mm Ammo
	+ Standard ammunition for Sniper Rifles.

### Dead Harvest Event

* A special seasonal event where players can take control of the Undead!
* Watch this video for an overview of this limited time game mode: Dead Harvest Event
* Additional info:
	+ Undead can gain up to 20 levels
	+ Undead always spawn at one of the two Graveyards on the map
	+ Once a player turns Undead, they remain that way until the Safe House is destroyed and the game restarts
	+ Daytime lasts for ~10 minutes / Nighttime lasts for ~5 minutes
	+ Weapons and Ammo can be found in buildings and camp sites around the map
	+ Vehicles are damaged when they run over Undead
	+ The Port Base stockpile is the only place to get materials
	+ Colonials and Wardens can help build each other's structures and can access each other's Gates
	+ Carved Totems must be equipped in order to be effective (having them in the inventory alone won't work)

### Gameplay Features and Changes

* Collaborative Logistics (Factories & Resource Mines)
	+ Under the production queue panel, any order can be marked as:
		- Private - only you can pick up your orders
		- Squad - anyone in your squad can pick up your orders
		- Team - anyone on your team can pick up your orders
* Home Base rule changes
	+ Home Base status is transferred to a Town Base if the current Home Base is a Fort
	+ Town Bases are always prioritized over Forts when a new Home Base is assigned (after the old one is destroyed)
* Howitzers have been added to Port Bases

### Game Balance

* Switching seats has a longer delay
* Shotgun encumbrance value increased by 100%
* Shotgun effective range decreased by 10%
* Pistol stability penalty from movement increased by 20%
* Revolver stability penalty from movement increased by 15%
* Garrison Supplies are now produced in crates
* Garrison Supplies quantity per order has increased by 100%
* Forward Base Small Garrison Facility cost decreased from 50 to 25 Upgrade Parts
* Forward Base Large Garrison Facility cost decreased from 100 to 50 Upgrade Parts
* Static Base Small Garrison Facility cost decreased from 100 to 50 Upgrade Parts
* Static Base Large Garrison Facility cost decreased from 300 to 150 Upgrade Parts
* Factory inventory size increased from 9 to 25
* Sulfur/Scrap Mine inventory size increased from 9 to 15

### Other Changes

* Submit Starter Kit Button
	+ All Base screens have a button that allows the player to submit their starter kit (so they no longer need to drop their starter kit items on the ground)
* Any UI screen that shows the Backpack contents now also shows the encumbrance
* Fuel is now categorized under the Supplies tab on the Stockpile panel
* Players are now removed from "Recent Voice" section of HUD player list if they leave the operation
* SFX is now played when a player leaves or joins your operation
* Storage Facility renamed to Storage Depot
* Monument data is no longer downloaded every session, significantly reducing bandwidth consumption
* Rock visuals updated in Callahan's Passage and Mooring County

### Bug Fixes

* Item count overflows when too many items of a specific type are stockpiled
* Vehicles can shift to a position above the ground after exiting them
* Barracks and Watchtowers are vaultable, allowing players to access unintended high ground
* Structures can be built at the rear part of Port Bases (even by enemy players)
* Players can easily get stuck in trees
* Stability does not reset when switching weapons
* Quickly splitting an item stack twice may cause items to be lost
* Backpack encumbrance icon in the inventory screen is fuzzy/blurry
* Last letter in HUD alerts is sometimes cut off
* 1280x1024 resolution (4:3) can cause Voice Chat to overlap significant parts of other UI, making them unusable
* No tech parts are given at Scrap mines if orders go public
* When opening Refinery UI from Truck, "Backpack" is displayed in header instead of Transport
* T2 Forward Base damaged visual state is missing
* Fuel only exists under ALL category in Stockpile, and not under the Resources and Supplies category
* Vehicles are missing the Z-Axis if you aim the weapon at highgrounds or structures
* Map bugs:
	+ Caustic lights appearing in weathered expanse
	+ Scrap field west of Lochan Berth only spawning 2 scrap piles
	+ Port of Rime in Weathered Expanse needs to have scrap nodes moved
	+ Terra on Farranac Coast is missing a Refinery
	+ Floating Fuel node in Fishermans' Row
	+ Tree in the middle of the road in Mooring county V4k3
	+ While in the ocean in Umbral Wildwood, player can't aim, or fire eastward