[p]Hello Everyone,[/p][p]Update 18 is almost here, and will deploy across all platforms tomorrow on Tuesday 7 October.[/p][p]With this update, we’ve returned to one of our favourite legacy maps, Stalingrad, giving it a major refresh. We’ve also rolled out the first phase of our highly anticipated armor rework, alongside several quality-of-life improvements and important bug fixes.[/p][p]
Update 18 marks the first of
two major updates planned before the end of 2025, with
Update 19 arriving in
November. We can’t wait to hear your feedback and see you back on the battlefield of Stalingrad.[/p][p]Thank you, as always, for your continued support.[/p][p][/p][p]
![]()
[/p]
Stalingrad Refresh
[p][/p][h2]Stalingrad - Map Refresh[/h2][p]After reviewing the map and filtering through player reports and community posts across various platforms, the most contentious problems with the map were identified. The main goal was to fix performance, making the map accessible to people on various platforms.[/p][p][/p][h3]General improvements include:[/h3]
- [p]Adjusted the player spawners balancing the HQs[/p]
- [p]Adjusted the scale and placement of the capture point’s hard caps[/p]
- [p]General map-wide cover pass where needed (making sure to retain the legacy map’s openness)[/p]
- [p]General map-wide VFX pass[/p]
- [p]General terrain adjustments[/p]
- [p]General destruction pass[/p]
- [p]Updated roads meshes[/p]
- [p]Updated the consistency of buildable behaviour when trying to place objects inside buildings[/p]
- [p]Addressed floating assets[/p]
- [p]Added five new lighting scenarios[/p]
- [p]Skirmish set up[/p]
[p]The intention behind Stalingrad’s map refresh was to balance and enhance gameplay, expanding on the legacy map’s existing theme and retaining what makes Stalingrad so iconic.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Mamayev Approach[/h2]
- [p]Alternative routes across embankments (new player paths)[/p]
- [p]Additional road-side cover to block long lines of sight (helps with defending and approaching)[/p]
- [p]Added more destroyed buildings in empty lots[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Nail Factory[/h2]
- [p]Opened up various fences and brick walls to provide alternative player routes[/p]
- [p]Reviewed and addressed vehicle routes throughout the factory, unblocking previously blocked paths[/p]
- [p]Added trench bridges to provide alternative player routes[/p]
- [p]General cover pass around the factory and throughout the trenches[/p]
- [p]Added more destruction to the factory building as a whole to aid theme[/p]
- [p]Added a trench network and cover to combat the dominance of the enterable 3 storey building with roof top access[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]City Overlook[/h2]
- [p]Opened up various fences to provide alternative player routes[/p]
- [p]Additional cover along the roads to block long lines of sight[/p]
- [p]Added more destroyed buildings to aid the theme and provide cover[/p]
- [p]Added a trench network to the outskirts (helps with defending and approaching)[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Dolgiy Ravine[/h2]
- [p]Added a trench network to the south east of the point to aid defenders of the point[/p]
- [p]Added cover within the ravine that players can dip in and out of[/p]
- [p]Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Yellow House[/h2]
- [p]Added destroyed vehicles to the central open field - creating cover and alternate player paths (while creating more destruction and adding to the maps overall demolished theme)[/p]
- [p]Additional road-side cover to block long lines of sight (helps with defending and approaching)[/p]
- [p]Added trench networks to provide cover from the wide open areas[/p]
- [p]Added a new point of interest building to the outskirts creating a distinctive landmark that is based on real-world reference[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Komsomol HQ[/h2]
- [p]Added cover along side the road to address long lines of sight[/p]
- [p]Added additional destroyed buildings with the existing buildings to add cover and provide alternative player routes[/p]
- [p]Added cover and a trench networks on the approach to the central two storey building to combat the dominance of it’s position[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Railway Crossing[/h2]
- [p]Added new carriages, adding more destroyed variants, scattering some in disarray to emphasise the maps theme[/p]
- [p]Added a new variation of the carriages - flat carriages that provide different levels of cover via ammunition crates[/p]
- [p]Added new trench networks to provide more verticality to the area[/p]
- [p]Blocked long lines of sight along the train tracks[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Carriage Depot[/h2]
- [p]Reworked the layout of the carriages creating a variety of player routes and also providing covered sightlines within the carriages to combat the high ridge towards the west[/p]
- [p]Added rubble near the bottom of some carriages to provide players full cover in some areas to combat the dominant position to the west[/p]
- [p]Added more destruction to aid the map's theme[/p]
- [p]Extended the carriage theme towards both capture points to the North and South making the rails feel cohesive[/p]
- [p]Opened up various brick walls to provide alternative player routes[/p]
- [p]Added rubble within the trench to provide cover whilst within them[/p]
[p]
![]()
[/p][p]
![]()
[/p][h2]Train Station[/h2]
- [p]Added a destroyed non-enterable train station building to provide cover to the open area - this also creates landmark, enhances the capture point’s theme and adds visual interest to the area[/p]
- [p]Extended the existing trench network bringing it around defending the train station building[/p]
- [p]Added additional destroyed buildings to the area[/p]
- [p]Opened up various brick walls to provide alternative player routes[/p]
- [p]Continued the theme and added new carriages, adding more destroyed variants[/p]
- [p]Blocked long lines of sight that looked into the capture point to the north[/p]
- [p]Added trench bridges to provide alternative infantry and vehicle routes[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p][p][/p][h2]House of the Workers[/h2]
- [p]Added a variety of trench networks to combat the dominant position within the large enterable building at the centre of the point - this also provides more verticality to the open area[/p]
- [p]Addressed long lines of sight to aid approaching and defending the capture point[/p]
- [p]Added cover along side the road to address long lines of sight[/p]
- [p]Opened up various brick walls to provide alternative player routes[/p]
- [p]Added more destroyed buildings to aid the theme and provide cover[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p][h2]Pavlov’s House[/h2]
- [p]Added more enterable buildings to allow for cross fire with the two existing Pavlov buildings and combat the two large enterable apartment blocks to the east[/p]
- [p]Replaced the Pavlov’s House building with a similar apartment block asset to balance gameplay - this new building provides sightlines that are less dominant and the new building also complements the gameplay strategies with the new surrounding buildings[/p]
- [p]Added large trench networks throughout the open courtyard that interlink with many buildings providing an alternative strategy to fight the large enterable buildings - this also provides more player routes and allows for cover from the courtyard[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p][h2]The Brewery[/h2]
- [p]Added an enterable building to the capture point to provide cover and assist with capture point’s theme[/p]
- [p]Added cover utilising more thematic assets added to emphasis the capture point’s original theme[/p]
- [p]Added new trench networks to help with the capture point's defense and also provide more verticality to the area[/p]
- [p]Opened up and added various brick walls to provide alternative cover and player routes[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p][h2]L-Shaped House[/h2]
- [p]Added cover along side various roads throughout the capture point to block extremely long lines of sight[/p]
[p]
![]()
[/p][p][/p][h2]Grudinin’s Mill[/h2]
- [p]Added cover scattered along side the roads to address long lines of sight and provide the Soviet side a safer route to approach the capture point from their HQ[/p]
- [p]Added a trench network to the area to add alternate covered routes from various longer lines of sight[/p]
[p]
![]()
[/p][p][/p][p]
![]()
[/p][p][/p][h2]Volga Banks[/h2]
- [p]Added more buildings to the area to provide cover and[/p]
- [p]Added various trench networks to allow for different strategic approaches[/p]
- [p]Reviewed and adjusted barbed wire in the central area to create a vehicle route[/p]
- [p]Opened up brick walls to provide alternative cover and player routes[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p][h2]Skirmish Mode[/h2][p]Two Skirmish mode scenarios have been created for Stalingrad. In this mode, players must fight over the ‘Carriage Depot’ capture point. Skirmish mode comes with the following lighting scenarios:[/p][p][/p][h3]Stalingrad - Skirmish - Dusk Variant[/h3][p]
![]()
[/p][p][/p][h3]Stalingrad - Skirmish - Overcast Variant[/h3][p]
![]()
[/p][p][/p][h2]Lighting updates[/h2][p]Five new lighting updates have been added with the night setting updated. Volumetric fog has been enabled throughout with the addition of atmospheric pockets of fog throughout the map.[/p][p][/p][h3]Day - Overcast[/h3][p]
![]()
[/p][h3]Morning[/h3][p]
![]()
[/p][h3]Morning - Overcast[/h3][p]
![]()
[/p][h3]Dusk[/h3][p]
![]()
[/p][h3]Night[/h3][p]
![]()
[/p][p] [/p]
Armor Rework
[p]This rework marks the beginning of a longer process, not only for tanks but for every role affected by armor.[/p][p]The new systems and structures introduced below provide greater flexibility to adjust, balance and iterate in the future. The goal is to create a fairer, more enjoyable experience for all players, and this will take time. Player feedback is invaluable in refining armor.[/p][p]We hope you enjoy the changes in this release and look forward to the upcoming plans.[/p][p][/p][h2]Tank Balancing[/h2][p]All light, medium and heavy tanks have had a balance pass for the following factions:[/p]
- [p]Any entry in green is a buff[/p]
- [p]If in red is a nerf[/p]
- [p]And in grey means it remains unchanged.[/p]
[h3]US Tank Changes[/h3][p]
![]()
[/p][p]Furthermore, the Jumbo 75 Sherman has had a considerable increase in HE (High Explosive) splash radius. This coupled with the decrease in reload speed, reduction in fuel cost and lower armor penetration than other heavy tanks, makes it more of a focus towards an anti-infantry tank.[/p][p][/p][h3]German / DAK Tank Changes[/h3][p]
![]()
[/p][h3]Soviet Tank Changes[/h3][p]
![]()
[/p][h3]British 8th Army / Allied Forces Tank Changes[/h3][p]
![]()
[/p][h2]Terrain Modifiers[/h2][p]Tank movement has been updated to incorporate terrain-based modifiers. Track friction and speed now dynamically adjust depending on surface type. Environments like mud, snow and sand provide a more accurate performance variation, while remaining balanced within the world of Hell Let Loose. These changes are subtle but will make all the difference while trying to race towards the strongpoint.[/p][previewyoutube][/previewyoutube][p][/p][h2]Tank Physics System[/h2][p]The physical model of each armored vehicle has been individually updated and refined. Tanks can now more reliably cross trenches, gaps and other terrain features they are designed to handle on the battlefield. The improved physical model is key in ensuring that tanks can traverse over uneven landscapes and small obstacles with greatly reduced physics-based issues. Tanks now react to hitting large obstacles such as walls and buildings more realistically.[/p][p]Maps in Hell Let Loose are large and sprawling, and contains legacy collision issues that affect vehicle navigation. Work will continue to improve the tank driving experience in future updates.[/p][previewyoutube][/previewyoutube][p][/p][h2]Firing Knockback Force[/h2][p]Tank firing from its main turret now includes a slight recoil effect. When a shell is fired, the tank will experience a small knockback to better reflect the force of the shot. Coupled with this are new camera shakes for light, medium and heavy tanks to further emphasise the force applied when firing.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Contextual Repairs[/h2][p]To deepen the armor gameplay experience, the repair system has been overhauled.[/p][p]Previously, the act of repairing a vehicle had an order of priority for which components should be repaired first. The engine was given the highest priority, but could be repaired by using the torch on any area of the tank, likewise with the hull, tracks and turret. A prompt would be displayed to the user to show which component was being repaired, but there was no way for the player to decide which component to repair first.[/p][p]With this improvement, an Engineer or Tank Crewman can - for example - prioritise the tracks to make a quick retreat, or focus repairs on the turret to fight back in a last-resort combat effort.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Heavy Tank Spawn Limitations[/h2][p]Each team may field a maximum of two heavy tanks at any given time. Their buffs make them a significant threat to both armor and infantry. Taking one down requires strong coordination and resource investment, all the while this limitation reinforces the importance of medium and light tanks throughout the match. The cooldown timer on all heavy tanks has been increased from 5 minutes to 10 minutes, preventing any early-game strategies using a heavy tank.[/p][p][/p][h2]Anti-Tank adjustments[/h2][p]With increased tank health, anti-tank capabilities have been rebalanced. The Panzerschreck, Bazooka and PIAT damage has been slightly reduced, allowing some heavy tanks to survive longer. This is to emphasise their toughness without impacting medium and light tanks. Meanwhile, the anti-tank rifles, PTRS and Boys AT, have received a small damage buff when firing at the hull and turret, making them slightly more effective against tanks.[/p][p]The following table shows how many shots it takes to destroy each tank. These values are using prime conditions; correct armor penetration and full damage applied to the hull.[/p][p]
![]()
[/p][h2]Technician Loadout[/h2][p]Alongside the tank updates, the Crewman role now features a new addition: the Technician loadout. This new variant of the role provides engineering capabilities, allowing players to construct barricades, repair stations and a new deployable ammo depot. This new depot refills tank shells in limited quantities. These additions enable armor squads to establish forward positions for resupply and repair without needing to return to HQ.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Salvaging Wreckages[/h2][p]A new Salvage mechanic allows infantry to remove vehicle wreckage from the map. By using the hammer to interact with a destroyed vehicle for a set duration, the wreckage is cleared and a portion of fuel is returned to the friendly Commander. This applies to both enemy and allied vehicles and can be performed by any player equipped with a hammer. In conjunction with this, all recon loadouts have been given a hammer, allowing these units to salvage enemy vehicles in hostile territory before others can reach them.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Vehicle Cosmetic Application[/h2][p]Armor cosmetics are now available alongside the soldier customization system. Players who purchase a cosmetic item for a vehicle can use the Exterior Customization tool to apply it in gameplay. While previewing, other players will also see the previewed cosmetic, so armor squads can decide on their tank’s visual style.[/p][p]Once applied, tank cosmetics are locked to that particular instance of the vehicle, and would have to be reapplied to other vehicles of that type in the same match. Once a player is previewing cosmetics on a tank, other players will not be able to interact with it. Players will also be prevented from previewing and applying cosmetics when the tank is occupied.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Audio[/h2][p]This update, the audio changes have been mainly focused around the armour rework quality of life fixes. The updates are as follows:[/p]
- [p]Tank shell impact and deflections have had increased attenuation and volume[/p]
- [p]A volume level pass of tank engine interior/exteriors so they are more consistent throughout[/p]
- [p]Increased the attenuation of tank tracks SFX for all armoured units[/p]
- [p]Added occasional gear grinding SFX when changing gears inside tanks[/p]
- [p]Added SFX for when changing/applying customization cosmetics[/p]
- [p]Fixed an issue where MGs fired by the tank driver and gunner simultaneously could sound out of phase and unnatural[/p]
[p][/p]
New Mechanics
[p][/p][h2]Commander Ability - Artillery Strike[/h2][p]Commanders for all factions have a new ability called ‘Artillery Strike’, this allows them to place up to three artillery clusters (per turn) on the battlefield, at the expense of Munitions.[/p]
- [p]Each stack of the ability costs 100 Munitions[/p]
[previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]
Note: This is part 1 of the artillery meta rework, with part 2 releasing in Update 19.[/p][p][/p]
Quality of Life Improvements
[p][/p][h2]Ability to See Both Teams on the Map (Admin Camera only)[/h2][p]In admin camera, as well as being able to see players from both forces in the game world, server owners and admins will now be able to see players from both forces on the tac-map as well.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Invite Only Locked Unit[/h2][p]Invite only locked units can now be created, which block requests for others to join your squad. The pre-existing locked unit type and open units remain.[/p][previewyoutube][/previewyoutube][p] [/p][h2]ADS FOV[/h2][p]This is a quality-of-life improvement that allows players to adjust their field of view (FOV) while aiming down sights (ADS). This matches the experience of aiming from the hip, with adjustable FOV settings. ADS and hip-fire have independent values, with separate settings in the options menu.[/p][p]ADS FOV is not allowed to exceed the current base FOV value, to prevent visibility exploits that would produce an unfair advantage.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Picking up Supplies (Support Role)[/h2][p]Players who are playing as the Support role can now pick up and redistribute their supply box should they wish to be relocated. Once a supply box is placed down and the cooldown has started, the player can interact with the box to resupply them back into their inventory. The cooldown the supply box will also be reset.[/p][p]Note:[/p]
- [p]Only the player who placed down the supply box can pick them back up[/p]
- [p]Other team members cannot pick up friendly supply boxes[/p]
- [p]The supply box cannot be picked up if any of the supplies have been used (subject to change)[/p]
- [p]This does not affect Commander supply drops or supply truck drops[/p]
- [p]If a percentage of supplies have been used, a portion of the cooldown is reimbursed to the player relative to the amount of supplies remaining[/p]
[previewyoutube][/previewyoutube][p] [/p]
UI Updates
[p][/p][h2]New Icon - Enemy Supplies[/h2]
- [p]An enemy supplies marker has been added to the list of available markers[/p]
[p]
![]()
[/p]
- [p]This is visible to the entire team on the tactical map[/p]
[p]
![]()
[/p]
- [p]The icon has also been added to the non-verbal communications wheel[/p]
[p]
![]()
[/p][p] [/p][h2]‘Killed in Action’ Screen[/h2][p]The ‘killed in action’ screen has been revamped, with players now given the following information:[/p]
- [p]Who killed the player (blue text for friendly, red text for enemies)[/p]
- [p]Which faction they belonged to[/p]
- [p]Cause of death[/p]
- [p]How long the player was alive prior to death[/p]
[previewyoutube][/previewyoutube][p][/p][h2]Redeployment Screen[/h2][p]A redeployment screen has been added, fixing the issue where players were incorrectly informed that they were 'killed in action'. It also includes a breakdown of how long the player was alive since their last deployment.[/p][previewyoutube][/previewyoutube][p] [/p][h2]Network Connection Icons[/h2][p]The following network connection icons are available on the HUD:[/p]
- [p]The Network Latency icon: displayed when client latency is above a threshold[/p]
- [p]The Packet Loss icon: displayed when losing an amount of network packets that would be detrimental to gameplay[/p]
- [p]Strict NAT Type: displayed when NAT type is strict, which may impact networked gameplay performance[/p]
[h2]Vehicle VFX Improvements[/h2][p]The technical art has begun to address game-wide VFX improvements. The key area of initial focus was around vehicle explosion VFX. This was broken down by vehicle type, with explosions scaled to match each one. Some randomization was also added to the effect, making each explosion appear unique.[/p][previewyoutube][/previewyoutube][p][/p][h2]Dynamic Weather Updates[/h2][h3]El Alamein[/h3][p]Dynamic sandstorms are now available in El Alamein Warfare and Offensive maps.[/p][previewyoutube][/previewyoutube][h3]Driel[/h3][p]Dynamic rain storms with lightning are now in Driel Offensive maps.[/p][previewyoutube][/previewyoutube][p][/p]
DLC
[h2]Stalingrad - Red Army Cossack DLC Pack[/h2][p]
![]()
[/p][p][/p][h2]Vehicle Cosmetics[/h2][p]
![]()
[/p][p]Featured in the pack:[/p]
- [p]U.S. Forces - Hell on Wheels Sherman[/p]
- [p]German Forces - Großdeutschland Panzer IV[/p]
[p]
![]()
[/p][p]
![]()
[/p][p][/p]
Community Update
[p]We’re thrilled to share some exciting news with you this week. First up, we’ve officially announced our collaboration with the
Royal Armouries for Hell Let Loose: Vietnam. You can read all the details in our dedicated blog post here:
Royal Armouries Collaboration Announcement[/p][p]That’s not all! Our Community Manager Ben B will be going live on Tuesday, 7 October alongside Adam, one of the Stalingrad developers, to stream the latest Update. Join us on our official Twitch channel to catch the action:
Twitch: Hell Let Loose Official[/p][p]We also have just set up our brand new Hell Let Loose TikTok account, so be sure to drop us a follow over there as well:
@PlayHellLetLoose on TikTok.[/p][p]With excitement around Update 18 of Hell Let Loose, and Hell Let Loose: Vietnam, we can’t wait to keep sharing more with you in the weeks to come.[/p][h2]The
HLL Armor Hub[/h2][p]As always, our War Correspondents have been hard at work creating some incredible community content.[/p][p]One special highlight this week is the launch of the
HLL Armor Hub; your go-to source for everything armored in Hell Let Loose. Whether you’re just starting out or you’re a seasoned tanker, this site has you covered with ranging guides, tactical breakdowns, and detailed tank penetration data, all in one place.[/p][p]Made by RazBora in collaboration with Winston, TheFreshBakedGoods, and the Beer Clan, the Armor Hub is an invaluable resource for anyone looking to master armored warfare.
Visit the HLL Armor Hub[/p][p]Stay tuned for more updates, and thank you for being such an integral part of our community.[/p][p]
![]()
[/p][p][/p]
Bug Fixes
[h2]General[/h2]
- [p]ADS triggers multiple Read/Write requests of input.ini file[/p]
- [p]Aiming with a controller causes Lag and FPS Drops[/p]
- [p]Barrels in merged assets using M_WoodenAssetsORM01_Inst are corrupted[/p]
- [p]Player not informed when experiencing Packet Loss and Lag[/p]
- [p]US and British flamethrowers shoot lower than the German flamethrower[/p]
- [p]\[FPP] Vaulting after a jump while sprinting may cause jittering[/p]
- [p]\[Winstore] Mouse sensitivity options are missing from the Options menu[/p]
[p][/p][h2]Bipod[/h2]
- [p]\[Bipod] Ping is off-center to Lewis Gun sights[/p]
- [p]\[BIPOD]\[Utah Beach] Barbed wire fences present extended collision with the MG mounting[/p]
[p][/p][h2]Carentan[/h2]
- [p]\[Carentan] \[I4] Water volume isn't flush with a canal boat lock asset[/p]
- [p]\[CARENTAN] \[OMAHA] Church backside windows miss collision allowing the players to vault over them[/p]
[p] [/p][h2]Elsenborn Ridge[/h2]
- [p]\[EBR] \[D2] \[D3] Snow piles have partial collision[/p]
[p] [/p][h2]El Alamein[/h2]
- [p]\[El Alamein] \[H7] Missing collision present in one of the H7 sector hangars[/p]
[p] [/p][h2]Hill 400[/h2]
- [p]\[HILL 400] \[G5] Bunker does not render past 100 meters[/p]
[p] [/p][h2]Kursk[/h2]
- [p]\[Kursk]\[D5] Barrels present incorrect texture[/p]
[p] [/p][h2]Console[/h2]
- [p]\[PS5] \[Xbox] Vote Kick interface lacks button functionality[/p]
- [p]\[PS5] \[XBOX]Focus loss after pressing OK on the ban prompt[/p]
- [p]\[PS5] \[Xbox]The confirmation prompt when leaving a unit or the server lacks functionality on the cancel button[/p]
- [p]\[XBOX] \[PS5] Focus loss during the "Leave unit" confirmation prompt[/p]
- [p]\[Xbox] \[PS5] The player loses focus after pressing the Reset to Defaults button in the options menu[/p]
- [p]Sainte-Marie-du-Mont[/p]
- [p]\[SMDM] \[H8] Halftrack can be driven inside the church[/p]
[p] [/p][h2]Sainte-Mère-Église[/h2]
- [p]\[SME] \[E5] Player can get on building's roofs near the church[/p]
- [p]\[SME]\[D5] Missing collision on wall in the Cafe de Normandie building[/p]
- [p]\[SME]\[D5] The player is able to go through the rooftop on Cafe de Normandie[/p]
[p] [/p][h2]Stalingrad[/h2]
- [p]\[STA]\[WIP]Gap present between two building assets on Stalingrad map[/p]
- [p]\[18.0] \[Stalingrad] \[Explore] The old version of Stalingrad is present as the Explore Mode version[/p]
- [p]\[18.0] \[Stalingrad] BP_Apartment_01_Destroyed features multiple misaligned wall textures, missing wall textures and Z-fighting[/p]
- [p]\[18.0] \[Stalingrad] Some LODs not loading across the Stalingrad map[/p]
- [p]\[18.0]\[Stalingrad] Capturing the Stalingrad Skirmish control point causes three other capture points to spawn on the tac map[/p]
- [p]\[Stalingdrad] \[D3] Misaligned dirt pile in numpad 3[/p]
- [p]\[Stalingdrad] \[D3] Misaligned dirt pile next to burned building in numpad 5[/p]
- [p]\[Stalingrad] \[A3] A crate asset is floating[/p]
- [p]\[Stalingrad] \[A3] A tree asset is clipping through the road next to German HQ 1 in numpad 5[/p]
- [p]\[Stalingrad] \[A3] Barrel is misaligned with the ground[/p]
- [p]\[Stalingrad] \[A3] Misaligned ground in sector A3.[/p]
- [p]\[Stalingrad] \[A3] Multiple fireplaces have misaligned ground textures at their bases[/p]
- [p]\[Stalingrad] \[A3] Road presents multiple visual issues[/p]
- [p]\[Stalingrad] \[A4] A destroyed bench is missing player collision[/p]
- [p]\[Stalingrad] \[A4] A dirt and bricks pile asset presents a misalignment issue[/p]
- [p]\[Stalingrad] \[A4] A sheet metal is floating[/p]
- [p]\[Stalingrad] \[A4] A small part of a pile of rubble is misaligned[/p]
- [p]\[Stalingrad] \[A4] A small rock rubble asset is missing a face[/p]
- [p]\[Stalingrad] \[A4] A table asset is floating[/p]
- [p]\[Stalingrad] \[A4] Ash pile assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[A4] Brick rubble from a destroyed building presents a misalignment issue[/p]
- [p]\[Stalingrad] \[A4] Destroyed house rubble is clipping with a trench[/p]
- [p]\[Stalingrad] \[A4] Destroyed house rubble is slightly misaligned with the ground[/p]
- [p]\[Stalingrad] \[A4] Dirt pile slightly misaligned[/p]
- [p]\[Stalingrad] \[A4] Dirt road is misaligned with the wood on the ground.[/p]
- [p]\[Stalingrad] \[A4] Misaligned mud pile under a wood fence[/p]
- [p]\[Stalingrad] \[A4] Misaligned rubble from a destroyed house[/p]
- [p]\[Stalingrad] \[A4] Mud asset and pile of bricks presents misalignments issues[/p]
- [p]\[Stalingrad] \[A4] Mud asset is missing textures[/p]
- [p]\[Stalingrad] \[A4] Multiple dirt and ash assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[A4] Pile of bricks and stone is misaligned[/p]
- [p]\[Stalingrad] \[A4] Rubble asset is slightly misaligned[/p]
- [p]\[Stalingrad] \[A4] Rubble pile is slightly misaligned with the ground[/p]
- [p]\[Stalingrad] \[A4] Slightly misaligned dirt road[/p]
- [p]\[Stalingrad] \[A4] Small rubble asset is missing a face[/p]
- [p]\[Stalingrad] \[A4] The road is misaligned with the ground in multiple places[/p]
- [p]\[Stalingrad] \[A4] Trench presents multiple misalignment issues[/p]
- [p]\[Stalingrad] \[A6] A pile of rubble asset is floating in German HQ2[/p]
- [p]\[Stalingrad] \[A6] A specific ash pile is misaligned with the terrain in sector A6 [/p]
- [p]\[Stalingrad] \[A6] Rubble is clipping with artillery shells[/p]
- [p]\[Stalingrad] \[A6] The mudbank is misaligned with the environment in sector A6[/p]
- [p]\[Stalingrad] \[A7] Transparency issue on corrugated iron fence[/p]
- [p]\[Stalingrad] \[A8] Yellow house presents z-fighting issue[/p]
- [p]\[Stalingrad] \[B3] A burned house presents inconsistent bullet decals when shot[/p]
- [p]\[Stalingrad] \[B3] A chopped wood pile has multiple visual issues[/p]
- [p]\[Stalingrad] \[B3] A chopped wood pile has rendering issues[/p]
- [p]\[Stalingrad] \[B3] Graffiti phases in and out of view[/p]
- [p]\[Stalingrad] \[B3] Multiple road issues present in the entire sector[/p]
- [p]\[Stalingrad] \[B3] Red brick building presents entrance stairs with render issues in numpad 3[/p]
- [p]\[Stalingrad] \[B3] Sand pile clips through a fence unrealistically[/p]
- [p]\[Stalingrad] \[B3] Two buildings present z-fighting in numpad 8[/p]
- [p]\[Stalingrad] \[B4] Ash pile is misaligned with the ground[/p]
- [p]\[Stalingrad] \[B4] Debris asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[B4] Dirt inside a trench is missing a texture face[/p]
- [p]\[Stalingrad] \[B4] Dirt road presents misalignment issue inside a courtyard[/p]
- [p]\[Stalingrad] \[B4] Mud asset is missing a texture face[/p]
- [p]\[Stalingrad] \[B4] Mud asset under a cart presents a misalignment issue[/p]
- [p]\[Stalingrad] \[B4] Mud assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[B4] Mud from a trench presents 2 small misalignment issues[/p]
- [p]\[Stalingrad] \[B4] Mud piles in gardens are missing collision[/p]
- [p]\[Stalingrad] \[B4] Mud under a fence presents multiple visual issues[/p]
- [p]\[Stalingrad] \[B4] Pile of sand and debris presents a misalignment issue[/p]
- [p]\[Stalingrad] \[B4] Piles of dirt and ash are misaligned in destroyed buildings[/p]
- [p]\[Stalingrad] \[B4] Rubble from a destroyed building is misaligned with the ground[/p]
- [p]\[Stalingrad] \[B6] A debris pile asset is partially floating above the ground[/p]
- [p]\[Stalingrad] \[B6] A pile of bricks debris is misaligned with the ground[/p]
- [p]\[Stalingrad] \[B6] A specific trench is misaligned with the environment[/p]
- [p]\[Stalingrad] \[B6] Cart asset is clipping with the ground.[/p]
- [p]\[Stalingrad] \[B6] Flickering posters can be seen on Nail factory building[/p]
- [p]\[Stalingrad] \[B6] The asset is floating above the ground in sector B6[/p]
- [p]\[Stalingrad] \[B6] The road is floating above the ground in sector B6[/p]
- [p]\[Stalingrad] \[B6] The roof of a yellow house is missing collision[/p]
- [p]\[Stalingrad] \[B6] The trench is misaligned with the terrain in sector B6[/p]
- [p]\[Stalingrad] \[B7] Wooden bucket asset presents metal VFX and SFX[/p]
- [p]\[Stalingrad] \[B8] Dirt pile is misaligned with the terrain[/p]
- [p]\[Stalingrad] \[B8] Misaligned mound in numpad 8[/p]
- [p]\[Stalingrad] \[B8] Multiple assets misaligned with the ground at the edge of the road in numpad 3[/p]
- [p]\[Stalingrad] \[B8] Wood fence asset presents vehicle collision in numpad 4[/p]
- [p]\[Stalingrad] \[B8] Wood pile is clipping through the terrain[/p]
- [p]\[Stalingrad] \[BP] STA_BrickBuilding_03_O has excess collision on its interior doorways and stairs, causing gameplay issues[/p]
- [p]\[Stalingrad] \[BP] The user is unable to vault through the windows of STA_BrickBuilding_01/02/03_O[/p]
- [p]\[Stalingrad] \[C3] A small part of the trench edge is misaligned with the ground in numpad 6 near Dolgiy Ravine[/p]
- [p]\[Stalingrad] \[C3] Dirt pile presents a small misalignment in numpad 6[/p]
- [p]\[Stalingrad] \[C3] Floating rubble pile present on the road in numpad 6[/p]
- [p]\[Stalingrad] \[C3] Multiple roads are unmarked on the tactical map[/p]
- [p]\[Stalingrad] \[C3] Small road misalignments with the ground[/p]
- [p]\[Stalingrad] \[C3] There are multiple instances of floating crate assets[/p]
- [p]\[Stalingrad] \[C4] Debris asset from a destroyed building presents a misalignment issue[/p]
- [p]\[Stalingrad] \[C4] Mud asset is missing a texture face[/p]
- [p]\[Stalingrad] \[C4] Mudbank presents a misalignment issue[/p]
- [p]\[Stalingrad] \[C4] Multiple parts of the road present misalignment issues with the ground[/p]
- [p]\[Stalingrad] \[C4] Pile of rubble from a destroyed building presents misalignment issue[/p]
- [p]\[Stalingrad] \[C4] Piles of rubble present misalignment issues[/p]
- [p]\[Stalingrad] \[C4] Rubble from destroyed buildings present misalignment issues[/p]
- [p]\[Stalingrad] \[C5] A barrel is partially floating[/p]
- [p]\[Stalingrad] \[C5] A green house is presenting culling issues at 325m[/p]
- [p]\[Stalingrad] \[C5] Debris under some assets is misaligned[/p]
- [p]\[Stalingrad] \[C5] Floating metal boxes[/p]
- [p]\[Stalingrad] \[C5] Mud form a shell hole is misaligned[/p]
- [p]\[Stalingrad] \[C5] Mud from a trench is misaligned[/p]
- [p]\[Stalingrad] \[C5] Mud pile is misaligned with the ground[/p]
- [p]\[Stalingrad] \[C5] Mud pile is missing a texture face[/p]
- [p]\[Stalingrad] \[C5] Pile of rubble inside a shell hole[/p]
- [p]\[Stalingrad] \[C5] Rubble from a destroyed building is misaligned[/p]
- [p]\[Stalingrad] \[C5] Rubble pile is misaligned with the ground[/p]
- [p]\[Stalingrad] \[C5] Small seam on the ground[/p]
- [p]\[Stalingrad] \[C5] Some debris from a debris pile is misaligned[/p]
- [p]\[Stalingrad] \[C6] A misplaced/floating small electrical box is present[/p]
- [p]\[Stalingrad] \[C6] Misaligned rubble pile present in sector C6[/p]
- [p]\[Stalingrad] \[C6] The player is able to get stuck between a ruined silo and a barbed wire fence[/p]
- [p]\[Stalingrad] \[C7] Brick rubble asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[C7] Floating mud under a cart[/p]
- [p]\[Stalingrad] \[C7] Floating rubble pile next to destroyed house[/p]
- [p]\[Stalingrad] \[C7] Floating sandbag asset is present in a trench[/p]
- [p]\[Stalingrad] \[C7] Missing player collision with the window frames in a house[/p]
- [p]\[Stalingrad] \[C7] Mud from a trench is misaligned[/p]
- [p]\[Stalingrad] \[C7] Rubble from a destroyed house is misaligned[/p]
- [p]\[Stalingrad] \[C7] Rubble pile is misaligned with the environment[/p]
- [p]\[Stalingrad] \[C7]Mud from a shell hole is misaligned[/p]
- [p]\[Stalingrad] \[C8] A pre placed broken artillery is misaligned with the environment[/p]
- [p]\[Stalingrad] \[C8] Komsomol HQ CP buildings' interior has no collision[/p]
- [p]\[Stalingrad] \[C8] The trench is misaligned with the ground in multiple locations in sector C8[/p]
- [p]\[Stalingrad] \[D3] Floating rubble pile in out of bounds[/p]
- [p]\[Stalingrad] \[D3] Grass assets present on the road in numpad 6[/p]
- [p]\[Stalingrad] \[D3] Misaligned dirt pile at the edge of a trench in numpad 1[/p]
- [p]\[Stalingrad] \[D3] Misaligned rubble pile in a ruined building foundation in numpad 1[/p]
- [p]\[Stalingrad] \[D3] Ruined factory presents misaligned turbine asset in numpad 8[/p]
- [p]\[Stalingrad] \[D3] Two ash piles misaligned with the ground in numpad 2[/p]
- [p]\[Stalingrad] \[D4] Debris asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[D4] Inconsistency between the game and tactical map[/p]
- [p]\[Stalingrad] \[D4] Misaligned ground near a pillar in D4[/p]
- [p]\[Stalingrad] \[D4] Misaligned mud pile[/p]
- [p]\[Stalingrad] \[D4] Mud and wood planks at a dugout position are misaligned[/p]
- [p]\[Stalingrad] \[D4] Multiple Ruin rubble piles misaligned with the ground[/p]
- [p]\[Stalingrad] \[D4] Partially floating wooden barrels[/p]
- [p]\[Stalingrad] \[D4] Pile of bricks rubble presents a misalignment issue[/p]
- [p]\[Stalingrad] \[D4] Pile of stone rubble presents a misalignment issue[/p]
- [p]\[Stalingrad] \[D4] Road misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[D4] Rubble from a destroyed house presents misalignment issues[/p]
- [p]\[Stalingrad] \[D4] Sandy rubble pile lightly misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[D4] Two stone rubble piles misaligned with the ground by the road in numpad 4[/p]
- [p]\[Stalingrad] \[D4] Wood planks are floating[/p]
- [p]\[Stalingrad] \[D4]Pile of rubble from a destroyed building presents a misalignment issue[/p]
- [p]\[Stalingrad] \[D6] Floating electricity pole asset is present in sector D6[/p]
- [p]\[Stalingrad] \[D6] Misaligned orange brick pile in the middle of the road[/p]
- [p]\[Stalingrad] \[D6] Misaligned terrain is present in sector D6[/p]
- [p]\[Stalingrad] \[D6] Multiple misaligned orange brick piles next to destroyed house[/p]
- [p]\[Stalingrad] \[D6] Multiple misaligned rubble piles next to destroyed house[/p]
- [p]\[Stalingrad] \[D6] Multiple misaligned terrain issues next to destroyed building[/p]
- [p]\[Stalingrad] \[D6] Smoke emanated from a burning building presents placeholder textures[/p]
- [p]\[Stalingrad] \[D6] The player gets stuck while in prone position by going up the stairs in the POI building[/p]
- [p]\[Stalingrad] \[D7] Floating terrain asset is present near a trench[/p]
- [p]\[Stalingrad] \[D7] Misaligned assets are present in a pit near a destroyed house[/p]
- [p]\[Stalingrad] \[D7] Misaligned rubble pile is present near a destroyed house[/p]
- [p]\[Stalingrad] \[D7] Misaligned terrain is present in a rubble pile[/p]
- [p]\[Stalingrad] \[D7] Misaligned terrain is present in a rubble pile near a destroyed house[/p]
- [p]\[Stalingrad] \[D7] Misaligned terrain near a trench in sector D7[/p]
- [p]\[Stalingrad] \[D8] Misaligned dirt is present next to fences in sector D8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[D8] Misaligned dirt mound is present in sector D8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[D8] Misaligned rubble next to destroyed house is present in sector D8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[D8] Multiple misaligned foxholes are present on the hill overlooking the railroad in sector D8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[D8] White brick rubble pile asset misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[E3] \[F3] Road missing on the tactical map[/p]
- [p]\[Stalingrad] \[E3] A rubble pile is misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[E3] An ash pile is misaligned with the ground in numpad 6[/p]
- [p]\[Stalingrad] \[E3] Ash pile is misaligned with the ground by the roadside ditch in numpad 6[/p]
- [p]\[Stalingrad] \[E3] Ash pile is misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[E3] Brick rubble pile is misaligned with the ground in numpad 7[/p]
- [p]\[Stalingrad] \[E3] Misaligned ash pile in numpad 1[/p]
- [p]\[Stalingrad] \[E3] Missing road on the tactical map[/p]
- [p]\[Stalingrad] \[E3] Multiple instances of the road being misaligned with the ground[/p]
- [p]\[Stalingrad] \[E3] Rubble pile asset presents a missing face in numpad 3[/p]
- [p]\[Stalingrad] \[E3] Rubble pile presents a misalignment with the ground in numpad 9[/p]
- [p]\[Stalingrad] \[E3] The edge of a building presents a few misaligned assets numpad 6[/p]
- [p]\[Stalingrad] \[E3] Tree misaligned with the road in numpad 3[/p]
- [p]\[Stalingrad] \[E4] Burned wood pile misaligned with the surrounding assets in numpad 1[/p]
- [p]\[Stalingrad] \[E4] Burnt wood pile misaligned with the ground by a ruined building in numpad 8[/p]
- [p]\[Stalingrad] \[E4] Dirt piles misaligned with the ground by a collapsed building in numpad 4[/p]
- [p]\[Stalingrad] \[E4] Large rubble pile presents misalignment with the ground in numpad 7[/p]
- [p]\[Stalingrad] \[E4] There is a floating pile of rubble present on the map[/p]
- [p]\[Stalingrad] \[E4] Vegetable patch is misaligned with the ground in numpad 7[/p]
- [p]\[Stalingrad] \[E5] Wood asset is floating[/p]
- [p]\[Stalingrad] \[E6] A pile of rubber is misaligned in an artillery crater[/p]
- [p]\[Stalingrad] \[E6] Significant performance drop observed in a specific area[/p]
- [p]\[Stalingrad] \[E6] The crater is floating above the ground in sector E6[/p]
- [p]\[Stalingrad] \[E6] The ground rocks are clipping through a concrete floor[/p]
- [p]\[Stalingrad] \[E6]\[E7] The ground beneath the train tracks is misaligned[/p]
- [p]\[Stalingrad] \[E7] Visible gap between sand pile and ground present in sector E7[/p]
- [p]\[Stalingrad] \[E8] Misaligned rubble mound is present next to train tracks in sector E8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[E8] Misaligned rubble pile is present near a wall in sector E8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[E8] Multiple misaligned rubble piles are present near destroyed buildings in sector E8 of the Stalingrad map[/p]
- [p]\[Stalingrad] \[E8] There is a misaligned pile of rubble present at the edge of the map[/p]
- [p]\[Stalingrad] \[F3] Crater asset misaligned with the road and ground in numpad 3[/p]
- [p]\[Stalingrad] \[F3] Floating rubble piles on the road in numpad 4[/p]
- [p]\[Stalingrad] \[F3] Road misaligned with the ground in multiple places and presenting seams[/p]
- [p]\[Stalingrad] \[F3] Ruble piles misaligned with the road in numpad 4[/p]
- [p]\[Stalingrad] \[F4] Sign/Poster appears in front of boxes from distance[/p]
- [p]\[Stalingrad] \[F4] Tank asset misaligned with the ground in numpad 2[/p]
- [p]\[Stalingrad] \[F4] Unfinished walls and misaligned barrel in numpad 9[/p]
- [p]\[Stalingrad] \[F5] Tree branches clip through the brick wall[/p]
- [p]\[Stalingrad] \[F6] Misaligned mud asset in numpad 3[/p]
- [p]\[Stalingrad] \[F7] The hangar's door is clipping with an covered wooden pallet[/p]
- [p]\[Stalingrad] \[F8] EF_FancyBrickWall_Short_03 wall asset is misplaced on the map with collision.[/p]
- [p]\[Stalingrad] \[F8] Floating assets in out of bounds[/p]
- [p]\[Stalingrad] \[F8] Multiple piles of rubble are floating on the edge of the map.[/p]
- [p]\[Stalingrad] \[G3] Ash pile misaligned with the ground by the roadside in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Ashy ruble pile is misaligned with the ground in numpad 8[/p]
- [p]\[Stalingrad] \[G3] Brick pile misaligned with the ground in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Brick rubble pile asset at the base of a broken brick wall is misaligned with the ground numpad 1[/p]
- [p]\[Stalingrad] \[G3] Brick rubble pile misaligned with the ground outside of factory ruin in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Brick ruble pile is misaligned inside apartment block in numpad 2[/p]
- [p]\[Stalingrad] \[G3] Burned down house presents an ash pile that is misaligned with the ground in numpad 6[/p]
- [p]\[Stalingrad] \[G3] Crater edge is misaligned with the ground in numpad 2[/p]
- [p]\[Stalingrad] \[G3] Floating fern asset present in numpad 1[/p]
- [p]\[Stalingrad] \[G3] Floating table in numpad 5[/p]
- [p]\[Stalingrad] \[G3] Ground asset is missing a face in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Large ash pile is misaligned with the ground in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Large house floating and clipped through a building out of bounds next to numpad 8[/p]
- [p]\[Stalingrad] \[G3] Misaligned brick rubble asset in numpad 1[/p]
- [p]\[Stalingrad] \[G3] Misaligned dirt asset in numpad 1[/p]
- [p]\[Stalingrad] \[G3] Misaligned dirt asset in numpad 1[/p]
- [p]\[Stalingrad] \[G3] Missing road on the tactical map between numpad 1 and 4[/p]
- [p]\[Stalingrad] \[G3] Mud trench edge asset misaligned with the ground in numpad 4[/p]
- [p]\[Stalingrad] \[G3] Multiple assets present lod issues[/p]
- [p]\[Stalingrad] \[G3] Multiple instances of seams present on the top road of the sector[/p]
- [p]\[Stalingrad] \[G3] Red brick rubble pile is misaligned with the ground in numpad 8[/p]
- [p]\[Stalingrad] \[G3] Rock pile asset is misaligned with the ground in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Rubbish asset is largely misaligned with the ground in numpad 1[/p]
- [p]\[Stalingrad] \[G3] Rubbish pile is misaligned with the ground in numpad 9[/p]
- [p]\[Stalingrad] \[G3] Rubble pile is misaligned with the ground in numpad 8[/p]
- [p]\[Stalingrad] \[G3] Rubble piles overlapping a crater asset inside ruined factory in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Trench edge is misaligned with the ground in numpad 3[/p]
- [p]\[Stalingrad] \[G3] Trolley pole is misaligned with the ground[/p]
- [p]\[Stalingrad] \[G3] Yellow gate asset is clipping through a white wall in numpad 3[/p]
- [p]\[Stalingrad] \[G5] Flipped tram asset is missing vehicle collision[/p]
- [p]\[Stalingrad] \[G5] Grass mesh is floating above the ground[/p]
- [p]\[Stalingrad] \[G5] Player can't vault over/climb over the window frames of a destroyed house[/p]
- [p]\[Stalingrad] \[G6] A big pile of brick rubble is misaligned[/p]
- [p]\[Stalingrad] \[G6] A destroyed building's rubble is misaligned[/p]
- [p]\[Stalingrad] \[G6] All metal pillars inside a building are floating[/p]
- [p]\[Stalingrad] \[G6] Brick rubble asset has very low quality textures[/p]
- [p]\[Stalingrad] \[G6] Gravel mesh clips through the ground[/p]
- [p]\[Stalingrad] \[G6] Mud from a shell hole is misaligned[/p]
- [p]\[Stalingrad] \[G6] Mud inside a trench is missing texture faces[/p]
- [p]\[Stalingrad] \[G6] Multiple misaligned rubble and brick piles inside a building[/p]
- [p]\[Stalingrad] \[G6] Multiple rubble assets from a destroyed building are misaligned[/p]
- [p]\[Stalingrad] \[G6] Pile of brick rubble is misaligned with the ground[/p]
- [p]\[Stalingrad] \[G6] Pile of debris is misaligned[/p]
- [p]\[Stalingrad] \[G6] Pile of dirt is misaligned[/p]
- [p]\[Stalingrad] \[G6] Pile of rubble is misaligned[/p]
- [p]\[Stalingrad] \[G6] Small part of a pile of brick rubble is misaligned[/p]
- [p]\[Stalingrad] \[G6] Some mud from a trench is misaligned with the ground[/p]
- [p]\[Stalingrad] \[G6] Some parts of a rubble pile are misaligned with the rest of the asset[/p]
- [p]\[Stalingrad] \[G6] Stone debris is misaligned[/p]
- [p]\[Stalingrad] \[G7] A pile of logs is misaligned in sector G7[/p]
- [p]\[Stalingrad] \[G7] A small pile of rubber is slightly misaligned with the ground in sector G7[/p]
- [p]\[Stalingrad] \[G7] A trench with multiple logs is misaligned with the ground in sector G7[/p]
- [p]\[Stalingrad] \[G7] Gravel pile is misaligned with the ground, leaving a visible gap underneath[/p]
- [p]\[Stalingrad] \[G7] Terrain has extended collision[/p]
- [p]\[Stalingrad] \[G8] \[D6] Multiple yellow brick piles preset LOD issues[/p]
- [p]\[Stalingrad] \[G8] Ash pile presents misalignment issue[/p]
- [p]\[Stalingrad] \[G8] Gap between concrete floor and terrain near building exit[/p]
- [p]\[Stalingrad] \[G8] Large brick rubble asset presents misalignment issue[/p]
- [p]\[Stalingrad] \[G8] Multiple dirt pile assets present misalignment issues[/p]
- [p]\[Stalingrad] \[G8] Multiple rubble misalignment issues under a destroyed house[/p]
- [p]\[Stalingrad] \[H3] Crater is misaligned with the ground in the middle of a road in numpad 2[/p]
- [p]\[Stalingrad] \[H3] Dirt pile is misaligned with the ground[/p]
- [p]\[Stalingrad] \[H3] Large house misaligned with the ground in out of bounds next to numpad 8[/p]
- [p]\[Stalingrad] \[H3] Metal sheet is floating[/p]
- [p]\[Stalingrad] \[H3] Small road misalignment with the ground in numpad 6[/p]
- [p]\[Stalingrad] \[H4] Misaligned terrain near a trench[/p]
- [p]\[Stalingrad] \[H4] Misaligned terrain sector H4 near a white pillar[/p]
- [p]\[Stalingrad] \[H4] Multiple road misalignment issues present in the sector[/p]
- [p]\[Stalingrad] \[H5] A trench is misaligned and overlaps with a placeholder asset in Pavlov's House CP[/p]
- [p]\[Stalingrad] \[H5] Ash pile from a destroyed building is misaligned with the ground[/p]
- [p]\[Stalingrad] \[H5] Debris from a destroyed building is misaligned[/p]
- [p]\[Stalingrad] \[H5] Destroyed block building is not present on the tac map[/p]
- [p]\[Stalingrad] \[H5] Dirt asset is misaligned with the terrain[/p]
- [p]\[Stalingrad] \[H5] Dirt pile misaligned with a trench[/p]
- [p]\[Stalingrad] \[H5] Multiple areas of the trench present blending issues[/p]
- [p]\[Stalingrad] \[H5] Multiple clipping issues can be seen in the trench[/p]
- [p]\[Stalingrad] \[H5] Multiple misaligned small assets present in and around the trench[/p]
- [p]\[Stalingrad] \[H5] Multiple misalignment issues present between the trench and the terrain[/p]
- [p]\[Stalingrad] \[H5] Multiple objects that are placed in a long dirt mound asset are missing player collision[/p]
- [p]\[Stalingrad] \[H5] Part of a rubble asset is misaligned inside a block building[/p]
- [p]\[Stalingrad] \[H5] Railroad asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[H5] Rubble from a destroyed building is misaligned[/p]
- [p]\[Stalingrad] \[H5] The road is misaligned with the ground[/p]
- [p]\[Stalingrad] \[H5] The shadows of various assets inside and around the trench present LOD issues[/p]
- [p]\[Stalingrad] \[H5] White gate is missing vehicle collision[/p]
- [p]\[Stalingrad] \[H6] Debris pile misaligned with the ground[/p]
- [p]\[Stalingrad] \[H6] Destroyed building's rubble presents misalignment.[/p]
- [p]\[Stalingrad] \[H6] Dirt asset is visible from one angle, but not from the opposite side[/p]
- [p]\[Stalingrad] \[H6] Foxhole misaligned with the ground[/p]
- [p]\[Stalingrad] \[H6] Multiple debris pile misalignments[/p]
- [p]\[Stalingrad] \[H6] Placeholder barrels present[/p]
- [p]\[Stalingrad] \[H6] Placeholder bridge texture present[/p]
- [p]\[Stalingrad] \[H6] Placeholder crates present[/p]
- [p]\[Stalingrad] \[H6] Placeholder sandbags and crates present[/p]
- [p]\[Stalingrad] \[H6] Placeholder textures present on crate and barrel asset[/p]
- [p]\[Stalingrad] \[H6] Placeholder textures present on sandbags and trench assets[/p]
- [p]\[Stalingrad] \[H6] See-through trench[/p]
- [p]\[Stalingrad] \[H6] The same destroyed building asset is placed two times in the same location[/p]
- [p]\[Stalingrad] \[H6] Tram asset is missing vehicle collision[/p]
- [p]\[Stalingrad] \[H7] Bench asset has no collision, player can walk and shoot through it[/p]
- [p]\[Stalingrad] \[H7] Multiple artillery crater assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[H7] Multiple rubble assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[H7] The brick rubble pile asset is misaligned[/p]
- [p]\[Stalingrad] \[H8] Artillery craters presents misalignment issues[/p]
- [p]\[Stalingrad] \[H8] Dirt pile misalignment issue in H8[/p]
- [p]\[Stalingrad] \[H8] Misaligned dirt pile in sector H8[/p]
- [p]\[Stalingrad] \[H8] Misaligned mud pile under wooden fence[/p]
- [p]\[Stalingrad] \[H8] Multiple misaligned brick rubble piles next to destroyed building[/p]
- [p]\[Stalingrad] \[H8] Multiple misaligned piles of rubble present in H8[/p]
- [p]\[Stalingrad] \[H8] The line of train tracks running across the sector is not aligned with the terrain[/p]
- [p]\[Stalingrad] \[I3] Debris piles misaligned[/p]
- [p]\[Stalingrad] \[I3] Mudbanks misaligned with the ground[/p]
- [p]\[Stalingrad] \[I3] Multiple farming raised beds misaligned[/p]
- [p]\[Stalingrad] \[I3] Sand pile clips through trench wall[/p]
- [p]\[Stalingrad] \[I3] The road is misaligned with the ground in multiple places[/p]
- [p]\[Stalingrad] \[I3] Tree trunks misaligned[/p]
- [p]\[Stalingrad] \[I4] Asset clipping through building floor[/p]
- [p]\[Stalingrad] \[I4] Brick walls are see-through at the base[/p]
- [p]\[Stalingrad] \[I4] Multiple misaligned assets present[/p]
- [p]\[Stalingrad] \[I4] Placeholder trench and sandbag asset present[/p]
- [p]\[Stalingrad] \[I4] Sand pile clipping through building foundation[/p]
- [p]\[Stalingrad] \[I4] Wooden pile floating[/p]
- [p]\[Stalingrad] \[I5] Asset presents extended collision[/p]
- [p]\[Stalingrad] \[I5] Destroyed brick wall asset is clipped through a building[/p]
- [p]\[Stalingrad] \[I5] Electricity pole missing vehicle collision[/p]
- [p]\[Stalingrad] \[I5] Multiple misaligned assets[/p]
- [p]\[Stalingrad] \[I5] The door asset of Grudinin's Mill building is getting aggressively culled[/p]
- [p]\[Stalingrad] \[I5] The windows assets of Grudinin's Mill building are getting aggressively culled[/p]
- [p]\[Stalingrad] \[I5] Trench misaligned with the ground[/p]
- [p]\[Stalingrad] \[I5] Two placeholder meshes are present[/p]
- [p]\[Stalingrad] \[I5]\[G5] Cyrillic writing decal can be seen floating[/p]
- [p]\[Stalingrad] \[I6] Extended collision from barbed wire entanglement blocks player on top of brick pile[/p]
- [p]\[Stalingrad] \[I6] Major ground misalignment[/p]
- [p]\[Stalingrad] \[I6] Multiple misaligned debris and mud piles[/p]
- [p]\[Stalingrad] \[I6] Multiple trench misalignments[/p]
- [p]\[Stalingrad] \[I6] Player can access an off-limits building by climbing nearby bricks and assets[/p]
- [p]\[Stalingrad] \[I6] Z-fighting present on the corner of a building[/p]
- [p]\[Stalingrad] \[I7] Barbed wire fence blocks the road and needs removing[/p]
- [p]\[Stalingrad] \[I7] Brick debris asset is floating and misaligned inside damaged block[/p]
- [p]\[Stalingrad] \[I7] Wallpaper asset on a building presents LOD issues[/p]
- [p]\[Stalingrad] \[I8] A placeholder mesh is visible in place of a bridge[/p]
- [p]\[Stalingrad] \[I8] A section of the concrete base of the retaining wall disappears[/p]
- [p]\[Stalingrad] \[I8] Bridge is misaligned[/p]
- [p]\[Stalingrad] \[I8] Building shadow disappears at a distance and only appears when aiming or standing close[/p]
- [p]\[Stalingrad] \[I8] Dirt pile asset is missing a face, leaving a visible gap underneath[/p]
- [p]\[Stalingrad] \[I8] Gravel and brick piles are misaligned with the ground, leaving a visible gap[/p]
- [p]\[Stalingrad] \[I8] Gravel pile is not properly aligned with the ground surface[/p]
- [p]\[Stalingrad] \[I8] Gravel/dirt mound assets are not properly aligned with the ground[/p]
- [p]\[Stalingrad] \[I8] Misaligned brick pile[/p]
- [p]\[Stalingrad] \[I8] Misaligned brick pile at the base of a wall[/p]
- [p]\[Stalingrad] \[I8] Misaligned brick pile present on the map[/p]
- [p]\[Stalingrad] \[I8] Misaligned trench mud bank[/p]
- [p]\[Stalingrad] \[I8] Multiple Brick/Rock pile asset is misaligned and appears to be slightly floating above the ground[/p]
- [p]\[Stalingrad] \[I8] Placeholder textures on sandbags and trench assets present[/p]
- [p]\[Stalingrad] \[I8] Placeholder textures on sandbags and trench assets present[/p]
- [p]\[Stalingrad] \[I8] The road is slightly lifted at the edge, creating a visible gap between it and the terrain[/p]
- [p]\[Stalingrad] \[I8] The rock formation is misaligned with the ground[/p]
- [p]\[Stalingrad] \[I8] The table and chairs asset is floating above the ground[/p]
- [p]\[Stalingrad] \[I8] Wood and rock pile is misaligned with the ground, leaving a visible gap[/p]
- [p]\[Stalingrad] \[J3] Road spline overlaps the warehouse floor[/p]
- [p]\[Stalingrad] \[J4] \[J5] Multiple assets severely misaligned[/p]
- [p]\[Stalingrad] \[J4] Barrel floating over ground[/p]
- [p]\[Stalingrad] \[J4] Multiple debris piles misaligned near the road[/p]
- [p]\[Stalingrad] \[J4] Shell hole is misaligned with the ground[/p]
- [p]\[Stalingrad] \[J5] Blending issue present with road splines[/p]
- [p]\[Stalingrad] \[J5] Blending issues present with rubble pile[/p]
- [p]\[Stalingrad] \[J5] Blending issues present with specific asset[/p]
- [p]\[Stalingrad] \[J5] Misaligned cart with barrels on pile of dirt with ground[/p]
- [p]\[Stalingrad] \[J5] Multiple assets are misaligned with the ground[/p]
- [p]\[Stalingrad] \[J5] Multiple piles of rubble are misaligned and present blending issues[/p]
- [p]\[Stalingrad] \[J5] Multiple rubble assets present no vehicle collision[/p]
- [p]\[Stalingrad] \[J5] Rubber pile misaligned with ground[/p]
- [p]\[Stalingrad] \[J5] Specific asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[J5] Wood planks floating above ground[/p]
- [p]\[Stalingrad] \[J6] Floating crate[/p]
- [p]\[Stalingrad] \[J6] Misaligned cliff asset[/p]
- [p]\[Stalingrad] \[J6] Multiple floating debris piles[/p]
- [p]\[Stalingrad] \[J6] Multiple misaligned debris piles and road assets[/p]
- [p]\[Stalingrad] \[J6] Small seam in the ground[/p]
- [p]\[Stalingrad] \[J7] Gravel pile is misaligned, leaving a visible gap from the ground[/p]
- [p]\[Stalingrad] \[J7] Ground asset with tree base is misaligned with the terrain[/p]
- [p]\[Stalingrad] \[J7] Multiple assets in close proximity present misalignment with the terrain[/p]
- [p]\[Stalingrad] \[J7] Multiple floating objects are not aligned with the ground, leaving large gaps[/p]
- [p]\[Stalingrad] \[J7] The brick pile asset is misaligned with the ground[/p]
- [p]\[Stalingrad] \[J7-J8] Road edge is misaligned with the terrain across two sectors[/p]
- [p]\[Stalingrad] \[J8] A brick pile is misaligned with the wall[/p]
- [p]\[Stalingrad] \[J8] A brick pile is slightly misaligned with the ground[/p]
- [p]\[Stalingrad] \[J8] Misaligned wall texture in a destroyed building[/p]
- [p]\[Stalingrad] \[J8] Multiple dirt piles are floating and misaligned, with noticeable visual issues[/p]
- [p]\[Stalingrad] \[J8] Pile of rocks and sand is not aligned with the ground, leaving a visible gap[/p]
- [p]\[Stalingrad] \[J8] Road edge is misaligned with the ground, leaving a visible gap[/p]
- [p]\[Stalingrad] \[J8] Road segment is misaligned with terrain, leaving a visible gap under the road[/p]
- [p]\[Stalingrad] \[J8] Two electrical junction boxes are not properly attached to the wall[/p]
- [p]\[Stalingrad] \[J8] Visible gap between bricks and ground in a specific location[/p]
- [p]\[Stalingrad] \[PS5] FPS drop to 55 while looking eastward from the center Capture Points[/p]
- [p]\[Stalingrad] \[Skirmish] Loading screen artwork is not present[/p]
- [p]\[Stalingrad] A Brick Wall asset features LOD popping[/p]
- [p]\[Stalingrad] A Burnt House asset features prominent LOD popping[/p]
- [p]\[Stalingrad] A charred pile of wooden boards asset features prominent LOD popping[/p]
- [p]\[Stalingrad] A Destroyed Transport Truck asset features LOD popping[/p]
- [p]\[Stalingrad] A pile of wooden branches and logs does not present vehicle collision[/p]
- [p]\[Stalingrad] A rectangle variant of the Brick Building asset is not enterable[/p]
- [p]\[Stalingrad] A sandstorm mist appears after deploying[/p]
- [p]\[Stalingrad] A small concrete wall does not present any vehicle collision[/p]
- [p]\[Stalingrad] A specific green house has no bullet collision[/p]
- [p]\[Stalingrad] A specific train wagon type asset features prominent LODs at a close distance[/p]
- [p]\[Stalingrad] A square variant of the Brick Building asset is not enterable[/p]
- [p]\[Stalingrad] A stack of bricks asset features prominent LODs at a close distance[/p]
- [p]\[Stalingrad] A Stacked Crates asset features prominent LOD popping[/p]
- [p]\[Stalingrad] A tool shed's iron door presents wood VFX & SFX[/p]
- [p]\[Stalingrad] A Wood Pallets asset features LOD popping[/p]
- [p]\[Stalingrad] Ash and rubble pile presents with missing bullet collision[/p]
- [p]\[Stalingrad] Ash piles are missing player collision[/p]
- [p]\[Stalingrad] Assets floating on the wall in USSR HQ 2[/p]
- [p]\[Stalingrad] Big pile of rocks does not present vehicle collision[/p]
- [p]\[Stalingrad] Boxes covered in a cloth have extended bullet collision[/p]
- [p]\[Stalingrad] BP_Apartment_01_Destroyed features bullet collision issues[/p]
- [p]\[Stalingrad] BP_Apartment_01_Destroyed features collision issues regarding player movement[/p]
- [p]\[Stalingrad] BP_Apartment_01_Destroyed features MG mounting issues[/p]
- [p]\[Stalingrad] BP_Apartment_01_Destroyed presents placeholder wall textures on three floor walls[/p]
- [p]\[Stalingrad] Brick pile and wooden barrel assets are missing vehicle collision[/p]
- [p]\[Stalingrad] Brick wall presents metal bullet decal/SFX/VFX[/p]
- [p]\[Stalingrad] Broken machinery is missing bullet decals and presents wood VFX[/p]
- [p]\[Stalingrad] Buildings cull when observed from long distances[/p]
- [p]\[Stalingrad] Burned house beams present sparks VFX and bullet collision issues when shot[/p]
- [p]\[Stalingrad] Cart asset is missing vehicle collision[/p]
- [p]\[Stalingrad] Collapsed house with metal beams presents stone VFX when shot[/p]
- [p]\[Stalingrad] Covered wooden gate presents ground SFX instead of wood[/p]
- [p]\[Stalingrad] Debris pile and wooden gate asset is missing vehicle collision[/p]
- [p]\[Stalingrad] Destroyed bench assets are missing player collision[/p]
- [p]\[Stalingrad] Destroyed brick wall is missing vehicle collision[/p]
- [p]\[Stalingrad] Destroyed green door has extended bullet collision[/p]
- [p]\[Stalingrad] Destroyed red brick building asset presents bullet collision issues in multiple sectors[/p]
- [p]\[Stalingrad] Destroyed red brick building presents no bullet decals when the walls are shot[/p]
- [p]\[Stalingrad] Destroyed shed presents extended bullet collision[/p]
- [p]\[Stalingrad] Destroyed wall presents collision issues[/p]
- [p]\[Stalingrad] Destroyed yellow building has multiple player collision issues across the map[/p]
- [p]\[Stalingrad] Driving over train tracks causes various collision issues[/p]
- [p]\[Stalingrad] Floating graffiti on invisible wall by USSR HQ 2[/p]
- [p]\[STALINGRAD] Game crashes in the Enlist menu when loading into a server with the Stalingrad map on Xbox Series S/X[/p]
- [p]\[Stalingrad] GPU increases by ~1-2 ms when aiming down sights on Xbox Series X/S on WIP build.[/p]
- [p]\[Stalingrad] Green electricity box has no bullet decals when shot at[/p]
- [p]\[Stalingrad] Ground texture permanently changes while navigating the Stalingrad map[/p]
- [p]\[Stalingrad] Invisible collision over a pile of wooden pallets[/p]
- [p]\[Stalingrad] Izba interior shutters have a material issue[/p]
- [p]\[Stalingrad] Izba roof beam has missing player collision[/p]
- [p]\[Stalingrad] Loading screen artwork is not present across any game modes[/p]
- [p]\[Stalingrad] LOD issues can be observed inside destroyed house.[/p]
- [p]\[Stalingrad] LOD issues on interior of building found throughout the map[/p]
- [p]\[Stalingrad] Long pile of dirt and rubble is missing vehicle collision[/p]
- [p]\[Stalingrad] Long pile of rubble is missing vehicle collision[/p]
- [p]\[Stalingrad] Memory usage is too high when loading into the map[/p]
- [p]\[Stalingrad] Metal gate asset presents no bullet collision and has wood SFX[/p]
- [p]\[Stalingrad] Metal sheets from a fence have extended collision[/p]
- [p]\[Stalingrad] Mud bank asset has multiple graphical issues across the map[/p]
- [p]\[Stalingrad] Mud tracks asset features LOD popping[/p]
- [p]\[Stalingrad] Multicolor lights present after deploying[/p]
- [p]\[Stalingrad] Multiple assets in a rubble pile present no bullet collision[/p]
- [p]\[Stalingrad] Multiple chopped wood piles assets present rendering issues[/p]
- [p]\[Stalingrad] Multiple red brick buildings experience texture flickering[/p]
- [p]\[Stalingrad] Multiple wood assets on a pile of rubble are missing vehicle collision[/p]
- [p]\[Stalingrad] Northern & eastern distant landscapes will disappear if the user is not within the most northern row of the map[/p]
- [p]\[Stalingrad] Orange metal gate presents with stone VFX and SFX[/p]
- [p]\[Stalingrad] Performance drop at Train Station CP when aiming down sights in specific directions[/p]
- [p]\[Stalingrad] Performance drops when looking east between Railway Crossing and Carriage Depot[/p]
- [p]\[Stalingrad] Placeholder crate asset present in multiple locations[/p]
- [p]\[Stalingrad] Player can clip through walls inside a specific house around the map[/p]
- [p]\[Stalingrad] Players are able to place AT guns on the last floor in some buildings[/p]
- [p]\[Stalingrad] Railway buffer is missing vehicle collision[/p]
- [p]\[Stalingrad] Red and Uncovered train wagons have incorrect VFX and SFX across the entire Stalingrad map[/p]
- [p]\[Stalingrad] Red brick building presents bullet collision issues and the wrong SFX[/p]
- [p]\[Stalingrad] Red train carriage has extended bullet collision[/p]
- [p]\[Stalingrad] Rubble from a destroyed building is partially missing vehicle collision[/p]
- [p]\[Stalingrad] Ruined house wooden beams have stone VFS & SFX[/p]
- [p]\[Stalingrad] Ruined wooden fence is missing vehicle collision[/p]
- [p]\[Stalingrad] Rusted wheels assets are missing vehicle collision[/p]
- [p]\[Stalingrad] Severe performance drops on Consoles across large areas of the map[/p]
- [p]\[Stalingrad] Skirmish game mode lacks preview image and map name in enlist screen[/p]
- [p]\[Stalingrad] Small collapsed house with metal beams presents with stone VFX[/p]
- [p]\[Stalingrad] Small debris asset is missing vehicle collision[/p]
- [p]\[Stalingrad] Small shelter with a metal roof asset is missing vehicle collision[/p]
- [p]\[Stalingrad] Stone supports for wooden poles have wood VFX and SFX across the entire Stalingrad map[/p]
- [p]\[Stalingrad] Tall destroyed brick walls have extended bullet collision[/p]
- [p]\[Stalingrad] Tanks have collision difficulties while driving over various terrain elevations[/p]
- [p]\[Stalingrad] The destroyed portions of a white brick wall has wood vfx, sfx and bullet decals[/p]
- [p]\[Stalingrad] The destroyed walls of a brick building have extended bullet collision[/p]
- [p]\[Stalingrad] The doors of a warehouse have extended bullet collision[/p]
- [p]\[Stalingrad] The player can clip through assets[/p]
- [p]\[Stalingrad] The roof of a destroyed building has extended bullet collision[/p]
- [p]\[Stalingrad] The walls of the trench line running across Railway Crossing CP are misaligned[/p]
- [p]\[Stalingrad] The wood floors and ramp of a brick building have extended bullet collision[/p]
- [p]\[Stalingrad] There is an LOD transition issue with the posters of a specific yellow house[/p]
- [p]\[Stalingrad] Title crashes during map change[/p]
- [p]\[Stalingrad] Train wagon features prominent blockout LOD popping[/p]
- [p]\[Stalingrad] Tram post asset is missing vehicle collision[/p]
- [p]\[Stalingrad] Tree trunk with metal cauldron presents no vehicle collision[/p]
- [p]\[Stalingrad] Two posters placed on house wall present culling issues across the entire map[/p]
- [p]\[Stalingrad] Vehicle can pass through the dirt pile with wheelbarrow[/p]
- [p]\[Stalingrad] Vehicles are able to go through a yellow gate[/p]
- [p]\[Stalingrad] Wall assets present no bullet decals when shot[/p]
- [p]\[Stalingrad] Wherever the roads at the end of the spline tool meet a blending issue will be seen[/p]
- [p]\[Stalingrad] White paint tree asset features chunky LODs[/p]
- [p]\[Stalingrad] White wooden windows on the village houses have stone SFX and VFX[/p]
- [p]\[Stalingrad] Wood planks and logs on top of a rubble pile are missing vehicle collision[/p]
- [p]\[Stalingrad] Wood storage shed is missing vehicle collision[/p]
- [p]\[Stalingrad] Wooden Barrels asset on a mud pile are missing vehicle collision[/p]
- [p]\[Stalingrad] Wooden electricity poles have stone VFX and SFX across the entire Stalingrad map[/p]
- [p]\[Stalingrad] Wrong thumbnail used on enlist screen for STA_1942_OffensiveGER[/p]
- [p]\[Stalingrad] Yellow house (Izba_3) has noticeable LOD transition at ~90m[/p]
- [p]\[Stalingrad] Yellow house asset (Izba_2) presents LOD setup issues[/p]
- [p]\[Stalingrad] Yellow Metal Door has stone SFX /bullet decals/ VFX[/p]
- [p]\[Stalingrad]\[A5] Excess rock asset sticking out above a wooden bridge.[/p]
- [p]\[Stalingrad]\[A5] Floating rubble pieces are present in sector A5[/p]
- [p]\[Stalingrad]\[A5] Multiple misaligned terrain pieces in sector A5 as part of crater trench[/p]
- [p]\[Stalingrad]\[A5] Terrain sculpting required on a few pieces of landscape that were previously covered by low use embankments.[/p]
- [p]\[Stalingrad]\[A5] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[A6] A mud pile is slightly misaligned with the terrain[/p]
- [p]\[Stalingrad]\[A6] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[A6] Z-fighting on the wooden barricades next to artillery trench[/p]
- [p]\[Stalingrad]\[A6]\[B5] A floating wooden box is present in sector A6[/p]
- [p]\[Stalingrad]\[A6]\[I6] Artilleries from both factions are floating in the middle HQ[/p]
- [p]\[Stalingrad]\[A7] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[A7] Wooden pallets are missing bullet collision[/p]
- [p]\[Stalingrad]\[A8] Terrain sculpting required on a couple of landscape areas previously covered by a low use embankment.[/p]
- [p]\[Stalingrad]\[A8] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[A8] White house asset presents LOD issue[/p]
- [p]\[Stalingrad]\[B3] Big red fence connects to a building by severely clipping through its perimeter foundation[/p]
- [p]\[Stalingrad]\[B3] Floating piece of foliage[/p]
- [p]\[Stalingrad]\[B3] Unsightly hole in the fence because of the removal of Izba01_LowPoly 41 & 42[/p]
- [p]\[Stalingrad]\[B4] Terrain sculpting required on a couple of landscape areas previously covered by low use embankments[/p]
- [p]\[Stalingrad]\[B5] A building is duplicated and clipping itself[/p]
- [p]\[Stalingrad]\[B5] A pile of dirt and rocks is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B5] A pile of dirt is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B5] A pile of rocks is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B5] A preplaced tank shell is clipping with a bowl[/p]
- [p]\[Stalingrad]\[B5] Crops assets are misaligned with the ground[/p]
- [p]\[Stalingrad]\[B5] Multiple rock assets are misaligned with the basement ground[/p]
- [p]\[Stalingrad]\[B5] The end of a road has a sharp ending and is misaligned[/p]
- [p]\[Stalingrad]\[B5] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[B6] A dirt pile is misaligned the trench near Nail Factory Capture point[/p]
- [p]\[Stalingrad]\[B6] A pile rocks is misaligned with the ground in sector B6[/p]
- [p]\[Stalingrad]\[B6] A sand pile with wooden fences is misaligned with the muddy ground[/p]
- [p]\[Stalingrad]\[B6] A wooden log is clipping through a window inside a house[/p]
- [p]\[Stalingrad]\[B6] An ash pile asset is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B6] Missing crater asset[/p]
- [p]\[Stalingrad]\[B6] The mud under a fence is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B6] There is a floating box present near broken brick walls[/p]
- [p]\[Stalingrad]\[B6] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[B6]\[H3] A mud pile is misaligned with the ground near a chimney[/p]
- [p]\[Stalingrad]\[B7] A green house and the assets inside present incorrect collision[/p]
- [p]\[Stalingrad]\[B7] A pile of rocks extends above the ground, causing a misalignment[/p]
- [p]\[Stalingrad]\[B7] A pile of rocks is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B7] An electrical box is clipping with a fallen light pole[/p]
- [p]\[Stalingrad]\[B7] An electricity pole is clipping with a concrete wall[/p]
- [p]\[Stalingrad]\[B7] Ash pile with wooden fence asset is misaligned with the ground[/p]
- [p]\[Stalingrad]\[B7] Missing crater asset[/p]
- [p]\[Stalingrad]\[B7] Multiple ruble assets are clipping though a hole[/p]
- [p]\[Stalingrad]\[B7] Multiple wooden planks are clipping though a fallen factory chimney[/p]
- [p]\[Stalingrad]\[B7] The side of the trench is misaligned with rest of the trench[/p]
- [p]\[Stalingrad]\[B7] There are multiple ruble piles misaligned with the ground[/p]
- [p]\[Stalingrad]\[B7] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[B7]\[A7] Multiple mud pile assets are misaligned with the ground inside a small ditch[/p]
- [p]\[Stalingrad]\[B7]\[B5] A chimney is clipping with wooden planks and logs[/p]
- [p]\[Stalingrad]\[B8] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[BP] EF_FactoryChimneyRubble bottom piece of chimney is octagonal while the rest of it is rounded[/p]
- [p]\[Stalingrad]\[BP] Several merged brick buildings have spotlight light actors inside of them[/p]
- [p]\[Stalingrad]\[C4] Missing crater asset[/p]
- [p]\[Stalingrad]\[C5] Missing crater assets[/p]
- [p]\[Stalingrad]\[C5] There are graphical issues present on the roads in the area[/p]
- [p]\[Stalingrad]\[C6] Missing crater assets[/p]
- [p]\[Stalingrad]\[C6] The trench is misaligned with the environment in multiple places[/p]
- [p]\[Stalingrad]\[C6] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[C7] Holes in endings of a few trench assets after removal of low use assets[/p]
- [p]\[Stalingrad]\[C7] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[C8] A pile of rubber is misaligned with the environment[/p]
- [p]\[Stalingrad]\[C8] The rubble pile is misaligned with the terrain[/p]
- [p]\[Stalingrad]\[C8] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[C8] Trench asset ending missing a polygon that was previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[D3] Missing crater assets[/p]
- [p]\[Stalingrad]\[D4] Missing crater asset[/p]
- [p]\[Stalingrad]\[D5] Building is partially covered by terrain[/p]
- [p]\[Stalingrad]\[D5] Floating rubble pieces are present[/p]
- [p]\[Stalingrad]\[D5] Missing crater assets[/p]
- [p]\[Stalingrad]\[D5] Terrain dips missing crater assets.[/p]
- [p]\[Stalingrad]\[D5] There road on the East of the sector has graphical issues[/p]
- [p]\[Stalingrad]\[D6] Floating electrical pole missing some of its collision and partially blocking a road[/p]
- [p]\[Stalingrad]\[D6] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[D7] A tree and multiple railway assets present culling issues when looking south[/p]
- [p]\[Stalingrad]\[D7] Out of bounds Warehouse Front Wall presents Culling issues at over 312 meters[/p]
- [p]\[Stalingrad]\[D7] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[D7]Misaligned rubble asset is present in sector D7 on Stalingrad[/p]
- [p]\[Stalingrad]\[D8] Missing crater asset[/p]
- [p]\[Stalingrad]\[D8] Slightly floating rubble asset revealed after removal of a low use asset[/p]
- [p]\[Stalingrad]\[E3] Missing end polygon on a trench asset after removal of a low use asset[/p]
- [p]\[Stalingrad]\[E3] Rubble pile clipping through trench entrance[/p]
- [p]\[Stalingrad]\[E4] Stacked wood assets present culling issues at over 135 meters[/p]
- [p]\[Stalingrad]\[E5] Brick pile clipping through a crater asset[/p]
- [p]\[Stalingrad]\[E5] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[E5] Terrain clipping through[/p]
- [p]\[Stalingrad]\[E6] End of a brick wall is missing polygon faces and is slightly floating[/p]
- [p]\[Stalingrad]\[E6] The mud pile is slightly misaligned with the environment[/p]
- [p]\[Stalingrad]\[E6] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[E7] A big rock pile asset is misaligned with the ground in a basement house[/p]
- [p]\[Stalingrad]\[E7] A rock pile asset is clipping in a basement[/p]
- [p]\[Stalingrad]\[E7] A rubble pile asset is misaligned with the rest of the pile assets[/p]
- [p]\[Stalingrad]\[E7] Brick wall asset presents culling issues at 205m[/p]
- [p]\[Stalingrad]\[E7] Fallen bricks on the ground are clipping with a bricked wall[/p]
- [p]\[Stalingrad]\[E7] Multiple metal rods and train tracks are clipping through a building wall[/p]
- [p]\[Stalingrad]\[E7] Multiple misaligned texture are present in a ruble pile[/p]
- [p]\[Stalingrad]\[E7] Multiple wooden logs are clipping inside a building[/p]
- [p]\[Stalingrad]\[E7] Two floating bricks are present inside a hole[/p]
- [p]\[Stalingrad]\[E7] Wooden planks are clipping though a broken factory machine[/p]
- [p]\[Stalingrad]\[E7] Wooden roof is clipping through a brick house[/p]
- [p]\[Stalingrad]\[E8] Brick pile asset missing a backface polygon, previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[E8] Several rubble piles are slightly floating after removal of a low use asset covering them[/p]
- [p]\[Stalingrad]\[E8] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[F3] A floating tree stump near the ruined building[/p]
- [p]\[Stalingrad]\[F3] Dirt pile missing face texture[/p]
- [p]\[Stalingrad]\[F3] Ending of a trench asset is missing a polygon face that was previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[F3] Floating barrel is present[/p]
- [p]\[Stalingrad]\[F3] Floating rubble pile previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[F3] Gap between brick wall and terrain[/p]
- [p]\[Stalingrad]\[F3] Misaligned textures at the base of a fireplace asset[/p]
- [p]\[Stalingrad]\[F3] Missing face texture on brick wall[/p]
- [p]\[Stalingrad]\[F3] Terrain clipping through the sandbags[/p]
- [p]\[Stalingrad]\[F4] Dirt pile stretched texture[/p]
- [p]\[Stalingrad]\[F4] Dirt wall missing face texture[/p]
- [p]\[Stalingrad]\[F4] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[F4] Missing face texture on brick wall[/p]
- [p]\[Stalingrad]\[F4] Multiple floating assets[/p]
- [p]\[Stalingrad]\[F5] Dirt wall missing face texture[/p]
- [p]\[Stalingrad]\[F5] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[F6] Floating wooden planks and rubble asset[/p]
- [p]\[Stalingrad]\[F6] Metal gate has inconsistent collision issues with tanks[/p]
- [p]\[Stalingrad]\[F6] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[F6] Rubble pile assets are clipping through a crater asset[/p]
- [p]\[Stalingrad]\[F6] Train Carriage is being culled while still visible to players[/p]
- [p]\[Stalingrad]\[F6] Train segment is being culled while still visible to players[/p]
- [p]\[Stalingrad]\[F7] A small part of the road is floating next to a railroad[/p]
- [p]\[Stalingrad]\[F7] Floating crater[/p]
- [p]\[Stalingrad]\[F7] Hangar Building asset presents LOD issues[/p]
- [p]\[Stalingrad]\[F7] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[F8] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[F8] Performance drop while looking through binoculars[/p]
- [p]\[Stalingrad]\[G3] Trench ending missing a polygon that was previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[G3]\[18.0] Performance drop when using binoculars in certain directions[/p]
- [p]\[Stalingrad]\[G4] Artillery crater is misaligned with the road[/p]
- [p]\[Stalingrad]\[G4] Floating brick rubble piles[/p]
- [p]\[Stalingrad]\[G4] Ground protrudes through the hangar floor[/p]
- [p]\[Stalingrad]\[G4] Misaligned white brick wall with the ground[/p]
- [p]\[Stalingrad]\[G4] Missing rubble pile collision[/p]
- [p]\[Stalingrad]\[G4] Multiple floating ruble piles in G4[/p]
- [p]\[Stalingrad]\[G5] Dirt pile stretched texture[/p]
- [p]\[Stalingrad]\[G5] Electrical box floating near brick wall[/p]
- [p]\[Stalingrad]\[G5] Floating train railroad on one side[/p]
- [p]\[Stalingrad]\[G5] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[G5]\[I5] House's interior presents LOD transition issue when observed from 103m[/p]
- [p]\[Stalingrad]\[G7] Multiple craters are slightly misaligned with the terrain in sector G7 [/p]
- [p]\[Stalingrad]\[G7] Multiple rubber piles are misaligned with the ground[/p]
- [p]\[Stalingrad]\[G8] There are visual issues with the road[/p]
- [p]\[Stalingrad]\[H3] Artillery crater is misaligned with the ground[/p]
- [p]\[Stalingrad]\[H3] Couple of pieces of corrugated metal are floating.[/p]
- [p]\[Stalingrad]\[H3] Debris pile misaligned with the ground[/p]
- [p]\[Stalingrad]\[H3] Dirt and soot pile misaligned with the ground[/p]
- [p]\[Stalingrad]\[H3] Few rubble piles very slightly misaligned[/p]
- [p]\[Stalingrad]\[H3] Log and debris pile presents multiple misalignments[/p]
- [p]\[Stalingrad]\[H3] Misaligned huge rubble pile[/p]
- [p]\[Stalingrad]\[H3] Misaligned red brick rubble inside factory[/p]
- [p]\[Stalingrad]\[H3] Misaligned rubble pile[/p]
- [p]\[Stalingrad]\[H3] Multiple rubble piles are misaligned with the road/ground[/p]
- [p]\[Stalingrad]\[H3] Small polygon hole in the end of dirt on a trench asset after removal of a low use asset[/p]
- [p]\[Stalingrad]\[H3] Stacked crate pile asset appears to be floating above the ground[/p]
- [p]\[Stalingrad]\[H3] Two misaligned rubble piles[/p]
- [p]\[Stalingrad]\[H4] \[H5] Misaligned destroyed brick wall[/p]
- [p]\[Stalingrad]\[H4] Floating rubble pile[/p]
- [p]\[Stalingrad]\[H4] Misaligned broken machinery asset[/p]
- [p]\[Stalingrad]\[H4] Misaligned house rubble[/p]
- [p]\[Stalingrad]\[H4] Misaligned rubble pile[/p]
- [p]\[Stalingrad]\[H4] Misaligned rubble pile with the ground[/p]
- [p]\[Stalingrad]\[H4] Misaligned rubble piles[/p]
- [p]\[Stalingrad]\[H4] Missing polygon in dirt of a trench asset, previously covered by a low use asset[/p]
- [p]\[Stalingrad]\[H4] Overlapping dirt rubble piles[/p]
- [p]\[Stalingrad]\[H4] Rubble pile floating slightly above ground[/p]
- [p]\[Stalingrad]\[H4]\[H5] Metal window grill is missing collision[/p]
- [p]\[Stalingrad]\[H5] Three wooden barrels stuck in the ground.[/p]
- [p]\[Stalingrad]\[H5] User gets awkwardly stopped mid-way through going under a trench bridge[/p]
- [p]\[Stalingrad]\[H6] The LOD distance set on a wooden plank bridge over a trench is set too low[/p]
- [p]\[Stalingrad]\[H6] The railroad track is placed inside the road[/p]
- [p]\[Stalingrad]\[H7] Railroad track comes to a sudden stop and is floating[/p]
- [p]\[Stalingrad]\[H7] The road is slightly floating above the terrain in some areas[/p]
- [p]\[Stalingrad]\[H8] There are road issues present in the area[/p]
- [p]\[Stalingrad]\[H8] There is a building fence going through the building[/p]
- [p]\[Stalingrad]\[I4] Floating electricity pole[/p]
- [p]\[Stalingrad]\[I5] Charred wooden pallet culling issue[/p]
- [p]\[Stalingrad]\[I5] Players can place down AT Guns on top in the Grudinin's Mill building[/p]
- [p]\[Stalingrad]\[I6] There are road issues present in this area[/p]
- [p]\[Stalingrad]\[I7] Burned house wall clipping and shooting through[/p]
- [p]\[Stalingrad]\[I7] Dirt pile missing face texture[/p]
- [p]\[Stalingrad]\[I7] Misaligned texture dirt pile[/p]
- [p]\[Stalingrad]\[I7] Multiple floating assets[/p]
- [p]\[Stalingrad]\[I7] Part of the road shows stretched textures at a turn[/p]
- [p]\[Stalingrad]\[I7] Stretched dirt pile texture[/p]
- [p]\[Stalingrad]\[I7] There are metal support beams in the middle of a road[/p]
- [p]\[Stalingrad]\[I7] There is a road with a hard edge that is not aligned with the ground at the edge of the sector[/p]
- [p]\[Stalingrad]\[J3] Terrain sculpting required on a piece of terrain that was covered by a low use embankment before[/p]
- [p]\[Stalingrad]\[J4] Cliff asset is missing terrain covering, revealing lack of backface geometry. Due to removal of a low use asset[/p]
- [p]\[Stalingrad]\[J4] Misaligned artillery crater[/p]
- [p]\[Stalingrad]\[J4] Small electrical wall plugs are misaligned with the wall[/p]
- [p]\[Stalingrad]\[J6] The wall writing from a house model asset presents an LOD issue from 40m away[/p]
- [p]\[Stalingrad]\[J6] There is a road issue present in this area[/p]
- [p]\[Stalingrad]\[J7] Houses with interior have occlusion issues on the inside[/p]
- [p]\[Stalingrad]\[J7] There is a road with a hard edge end that is floating[/p]
- [p]\[Stalingrad]\[J8] Dirt mound asset is misaligned, visible hole or see through from one side[/p]
- [p]\[Stalingrad]\[J8] Road disappears at distance, appears only when close or aiming (LOD)[/p]
- [p]\[Stalingrad]\[J8] There are floating planks on top of roads[/p]
- [p]\[Stalingrad]\[J8] There are road issues present in the area[/p]
- [p]\[Stalingrad]\[J8] Unusual shadow artifacts appear when aiming from east to south[/p]
- [p]\[Stalingrad]\[Skirmish] Out of bounds volumes are setup incorrectly on both Skirmish variants of the refreshed Stalingrad map[/p]
- [p]\[Stalingrad]\[XSS] Softlock encountered during the loading screen when the map is being changed to Stalingrad as well as when joining Stalingrad from the Enlist menu[/p]
- [p]\[Stalingrad]\[XSS]\[A6] Performance issue near HQ 2 (GER) when facing East[/p]
- [p]\[Stalingrad \[A7] Misaligned terrain is present in multiple locations in sector A7[/p]
- [p]\[Stalingrad \[A8] Misaligned terrain is present in multiple places in sector A8[/p]
- [p]\[Stalingrad \[D7] Misaligned terrain is present in sector D7[/p]
[p] [/p][h2]Tobruk[/h2]
- [p]\[17.0] \[TOB] \[WEATHER] The sandstorm disappears when you are in a vehicle[/p]
- [p]\[TOB] 8th Army Churchill heavy tank gets unrecoverably stuck on telegraph poles[/p]
[p] [/p][h2]Utah Beach[/h2]
- [p]\[Utah] Deployable equipment and constructibles can't be placed on bridges[/p]
- [p]\[Utah Beach] Multiple dead cow assets are placed throughout the map[/p]
[p] [/p][p][/p]
War Correspondents Content
[p]As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:[/p][h3]IronHeart:[/h3][p][dynamiclink][/dynamiclink][/p][h3]SoulSniper:[/h3][p][dynamiclink][/dynamiclink][/p][h3]TheFreshBakedGoods[/h3][p][dynamiclink][/dynamiclink][/p][h3]DasAltberg[/h3][p][dynamiclink][/dynamiclink][/p][h3]
Gebatron:[/h3][p][dynamiclink][/dynamiclink][/p][h3]Razbora:[/h3][p][dynamiclink][/dynamiclink][/p][p][/p]