Update 0.20

Release date: December 12, 2018

	+ End game super weapons demand the highest level of team effort to achieve, requiring logistics, recon, and combat roles to all work together
	+ Rockets are capable of leveling entire towns, permanently changing the map
* Mortar Emplacement House
	+ A fixed Mortar built on top of a house that can be used to directly target and fire at attackers during a siege
* Safe House
	+ Special Garrisoned Houses in towns that act as support bases in the case of a siege
	+ Offers 3 Facilities
		- Operating Post - Provides a spawn point and a base connection for AI structures.
		- Radio Station - Provide map intelligence.
		- Artillery Shelter - Structure can only be destroyed from the interior
* Sandbag Walls
	+ A taller and heavier version of the Sandbags structure that can be used to fortify large towns
* Advanced Ammunition Factory
	+ A manufacturing plant for producing advanced ammunition types
* New Tank Ammunition Types
	+ 40mm / 75mm
	+ Balanced effectiveness against all targets
	+ 40mm / 75mm Shrapnel
	+ Anti-personnel shell that shatters into a large number of deadly bullets
	+ 40mm / 75mm Armour Piercing
	+ Anti-armour shell that is designed to penetrate heavy armour
	+ 40mm / 75mm High Explosive
	+ Anti-structure shell that detonates a high yield explosive charge on impact

### World / Town Revamp

* Complete design and visual overhaul of the entire world
* Every town and village in the game has been redesigned
* Farranac Coast general map layout has been redesigned
* 3 major town areas - Jade Cove, Abandoned Ward, and Saltbrook Channel

### Gameplay Changes and Features

* New Dynamic Camera system
	+ Zooms out when aiming far for a more strategic view of the battlefield
* New Garrisoned Buildings
	+ New building types:
		- Lots of new house variations
		- Coal Plant
		- Train Station
		- Windmill
		- More!
	+ Garrisoned buildings now start as built structures that are neutral
	+ Garrisoned buildings now require Town Hall to be claimed before they can be built
	+ Garrisoned building “AI” windows can now be mounted by standing in the area marked as ‘X’ in the structure’s interior
	+ Destroyed version of Garrisoned buildings now leave behind a husk that can be used for high ground and cover
* Radio backpack now automatically captures intelligence at the location of the player (similar to how the L.U.V. captures intelligence)
* Facilities now lose between 5-10 upgrade parts when the owning structure is destroyed

### Game Balance

* Forts no longer contain Garrison Facilities
* Field Artillery damage mitigation against small explosives increased by 13% so that it's consistent with other lightly armoured vehicles (e.g. Half-Track, Armoured Car, etc)
* Radio Backpack cost increased from 100 to 150 (to reflect it's new functionality)
* Light Tanks no longer have a critical spot (but location based forward/side/rear damaged still exists)
* Additional Forts added to center mainland conquest regions on the vertical borders
* Mortar Shell no longer requires technology unlock
* Gun Turret Health increased by ~100%
* Gun Turret armor now has high mitigation against all damage types including AP and HE
* Sticky Bomb damage increased by 25%
* Sticky Bomb now deals Anti-Tank damage type (no armor mitgation on HT, LT, AC, BT)
* Tank Stop Tech Parts increased from 150 to 450
* Garrisoned House Tech Parts decreased from 1000 to 600
* Tank Stop, Garrison House, Metal Wall, and Binoculars locations have been moved on the Tech Tree
* Anti-Tank Mines removed from game
* Light Tanks no longer have a critical spot and glancing shots have been removed

### Other Changes

* Visuals for indicating the state of an AI controlled structure have changed
* When all regions are queued, low pop contested regions are highlighted
* WarAPI - Added new APIs for casualties and total enlistments

### Bug Fixes

* Players sometimes spawn at an invalid location on the map after travelling to the Home Islands
* Flash of green light that appears for a moment at dawn and nightfall on snow maps
* If a player walks away from a vehicle, walks back, and re-enters is, there's a chance their input would get stuck until they relog
* Entering any vehicle and then entering a CV will cause previous vehicle's icon is persist
* When mashing Q and E entering a truck, player may enter a state where they can't move
* Traveling across a region border in a vehicle at night removes the darkness overlay
* Structures sometimes aren't removed when a build site is invoked, resulting in duplicate structures
* Townhalls can sometimes drop items inside structure, making them impossible to pickup
* Player mounted in Foxhole sometimes turns invincible after Foxhole is gone
* Player can't drive vehicle after triggering "Door blocked" message
* Non visible characters leave behind footsteps
* Grenade trajectory doesn't display a red if throwing grenade flush to a wall
* Player prompt displays 'Upgrade' for FOBs, when it should show '..to use" prompt
* Cannot leave a squad if your name appears at the bottom of the F1 menu
* Field Gun Artillery ammo does not appear on the explosives tab in the townhall
* Endless Shore NE corner, there's a hole in the map boundary allows players to exit the play area
* Grenade blast marks sometimes appear as pure black decals on Oarbrearker Isles