- Corrected an issue where first spawn Commander VO lines for the defending faction in Breakthrough were not playing.
- Breakthrough HUD UI Elements Added Breakthrough and Team Deathmatch score tickers.
- Breakthrough
- Corrected an issue where HQ icons would not stick to the minimap in Rush and Breakthrough.
- Sector 1 Added 2 RHIBs
- Swapped Attacker Light Transport for APC
- Expanded the size of the Capture Points at “A”
- Moved “B” to a Warehouse along the Marina
- Sector 2 Increased the size of Capture volume B to include more cover
- Swapped Attacker Light Transport for APC
- Swapped Defender Light Transport for Quad
- Moved Defender contested spawns back 10-15M
- Fixed Attacker contested/non contested spawns at the beach
- Sector 3 Added an additional Capture Point down below across the waterway
- Swapped Attacker APC for Light Transport
- Removed APC for Defenders
- Increased the size of Capture Point “A”
- Sector 4 Reduced the number of Capture Points from 2 to 1
- Expanded the Capture Point size of “A” down at the Docks
- Official MCOM HUD added (location is fixed, so sector UI is now underneath for now)
- Added toggle for UI timer
- Added AI difficulty (1 Easy | 2 Default | 3 Hard | 4 Impossible)
- Added option to control how likely AI will use vehicles
- AI logic improved for Tsuru Reef
- Team switcher range increased ObjID(990-999)
- Fixed FX when joining mid-game
- Added support for FA-81F-Super-Spectre and F-74A-Seacat
- Performance improvements
- New Map Added: Tsuru Reef