Dev Brief #205 | Patch 17.1 Changelog | QOL Changes
Hello Everyone,
Patch 17.1 has been deployed on all platforms!
We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.
This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon!
Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support!
New Features
Medic Improvements
As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:
-
Full HP on revive
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Medic bandage speed is now 2s (this also applies to self bandaging)
-
Revive speed for all Forces has been reduced to 2s
-
Medic revive XP increased from 30 to 75
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Being revived by Medic XP increased from 30 to 75
Call & Response
Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive.
Downed Players' Perspective
When downed, players can now request a Medic using the \ keybind. The UI will update to confirm that this request has been sent.
Medics' Perspective
Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.
UI Icon Updates
The following UI Icons have been added to facilitate this new feature:
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Friendly player is injured
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Friendly player is downed
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Medic has been requested
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Medic is en-route
Medic Loadouts
The loadouts for the Medic role have had a balance pass for the following factions:
US Forces
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
M1 Carbine (Semi-Auto Rifle)
x3 (45)
+1 clip
M18 Smoke Grenade
x4
+2 Smoke Grenades
[table equalcells="1" colwidth=""][td colspan="3"]
Corpsman
Weapon/Equipment
Ammo Count/Capacity
Adjustments
M18 Smoke Grenade
x6
+2 Smoke Grenades
German/DAK Forces
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Kar98 (Rifle)
x8 (40)
+4 Clips
Nebelwerfer B39 (Smoke Grenade)
x4
+2 Smoke Grenades
[table equalcells="1" colwidth=""][td colspan="3"]
Sanitater
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Nebelwerfer B39 (Smoke Grenade)
x4
+2 Smoke Grenades
Soviet Forces
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Mosin 91/30 (Rifle)
x8 (40)
+4 Clips
Nagant 1895 (Pistol)
x7 (49)
+1 clip
RDG2 (Smoke Grenades)
x4
+2 Smoke Grenades
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Nagant 1895 (Pistol)
x18 (126)
+2 Clips
RDG2 (Smoke Grenades)
x6
+2 Smoke Grenades
British 8th Army / Allied Forces
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
SMLE (Rifle)
x4 (40)
-2 Clips
Webley (Pistol)
x8 (48)
+4 Clips
No.77 (Smoke Grenades)
x4
+2 Smoke Grenades
[table equalcells="1" colwidth=""][td colspan="3"]
Standard Issue
Weapon/Equipment
Ammo Count/Capacity
Adjustments
Webley (Pistol)
x21 (126)
+4 Clips
No.77 (Smoke Grenades)
x6
+2 Smoke Grenades
Bipod Rework
The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.
The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.
Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.
Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.
Explore Mode
Based on feedback from the Explore Mode PTE, we've made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.
On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.
Explore Mode - Main Menu
Within the Basic Training menu, a new “EXPLORE” tab has been added.
Explore Mode - Basic Training Tab
Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.
Explore More - Map List
In Explore Mode, the player can:
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Explore every section of the map
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Play as any role
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Use faction/role appropriate vehicles
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Use faction appropriate artillery
In Explore Mode, the player cannot:
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Gain XP
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Win/Lose Matches
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Capture any Capture Points
Post Match VOIP
Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.
Admin Camera Features
First Person POV Snapping
Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:
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Player movements are tracked in real-time
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Players can be target locked regardless of faction
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If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective
Lighting Effects
Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).
2 Strip Colour Treatment
Bleach Bypass
Black and White (Red Filter)
Black and White (Blue Filter)
Modern 35mm
_1940’s Colour _
1940’s Colour (Variation)
These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.
Default Keybinds
The default keybinds have been updated to accommodate these new Admin Camera features:
PC
[table equalcells="1" colwidth=","]
Admin Cam Action
Key
Toggle Auto Move
1
Toggle Auto Rotate
2
Toggle Camera Roll
3
Toggle Filters
4
Cycle Filters
5
Lock to Target
G
Toggle POV
6 (only when in target mode)
Console
[table equalcells="1" colwidth=","]
Admin Cam Action
Key
Toggle Filters
Y / Triangle
Cycle Filters
X / Square
Lock to Target
A / X
Toggle POV
Left Thumbstick / L3 (only when in target mode)
Gameplay Adjustments
XP Changes to Promote Positive Play
Increased XP for Destroying Spawns
Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:
Destroying Spawns
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Destroying Garrisons: 100 XP
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Destroying Forward Positions: 100 XP
-
Destroying Airheads: 150 XP
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Destroying Outposts: 50 XP
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Destroying Nodes: 100 XP
Dismantling Spawns
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Dismantling Garrisons: 150 XP
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Dismantling Forward Positions: 150 XP
-
Dismantling Airheads: 200 XP
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Dismantling Nodes: 150 XP
This data is also broken down on the post-match screen. All XP is applied to both the players' career and role levels respectively.
*Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.
Engineer Node Dismantling Behaviour
Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.
This behaviour has now been changed to allow Engineers to dismantle their own Nodes.
Note:
-
Friendly Commanders/Officers can also dismantle friendly nodes
-
No other roles than those listed can dismantle friendly nodes
Map Improvements
Tobruk Improvements
In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.
This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.
The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance. The town building interiors have had more muck and scatter added to make it feel more lived in.
Winter Camo Updates
Following the overwhelmingly positive reception of Elsenborn Ridge, we're bringing the same winter tank camo style to the tanks in Foy and Kharkov.
The following features on those maps now have winter camo applied:
Foy
U.S. Forces
-
Ammo Depot
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Repair Station
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Sherman Jumbo 75mm (Heavy Tank)
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Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)
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Stuart (Light Tank)
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M8 Greyhound (Recon Tank)
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M3 Half-track (Half-track)
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Willy’s Jeep (Jeep)
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GMC Transport (Truck)
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GMC Supply (Truck)
Foy - U.S. Forces Winter Variants
German Forces
-
Ammo Depot
-
Repair Station
-
Panther (Heavy tank)
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Tiger I (Heavy tank)
-
Panzer IV (Medium tank)
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Luchs (Light tank)
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Puma SD.KFZ. 234 (Recon tank)
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SD.KFZ. 251 Half-track (Half-track)
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Kubelwagen (Jeep)
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Opel Blitz Transport (Truck)
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Opel Blitz Supply (Truck)
Foy - German Forces Winter Variants
Kharkov
Soviet Forces
-
Ammo Depot
-
Repair Station
-
IS-1 (Heavy tank)
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T34_76 (Medium tank)
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T70 (Light tank)
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BA-10 (Recon tank)
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M3 Half-track (Half-track)
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GAZ-67 (Jeep)
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ZiS 5 Transport (Truck)
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ZiS 5 Supply (Truck)
Kharkov - Soviet Winter Variants
German Forces
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Ammo Depot
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Repair Station
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Panther (Heavy tank)
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Tiger I (Heavy tank)
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Panzer IV (Medium tank)
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Luchs (Light tank)
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Puma SD.KFZ. 234 (Recon tank)
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SD.KFZ. 251 Half-track (Half-track)
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Kubelwagen (Jeep)
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Opel Blitz Transport (Truck)
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Opel Blitz Supply (Truck)
Kharkov - German Winter Variants
LOD Improvements
The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.
The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.
-
LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs
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The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance
-
As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality
The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.
Barbed Wire - LOD Updates
Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowin