Hey guys! We have a patch coming to address several issues and bring some more optimization to our Chapter 3 maps. Carentan is still not ready, but it's getting there. [h2]Changelog v2.0.708.14663[/h2] [h3]GENERAL FIXES[/h3] - Fixed head 3rd person LOD settings - Move intro volume lowered by half - Lowered volume for the intro movie - Fixed MI_CobbleAsphaltRoadA having the wrong physmat changed from gravel to concrete - Fixed collision in some foliage types - Fixed collision on a few The Bloody Seventh and Day of Days buildings - Fixed Hawkins mine not damaging engines - Fixed several graphics exploits [h3]VISUALS[/h3] - Fixed 4th infantry floating medical patch - Updated 1st airborne uniform with new colour - Updated US 1st person sleeve/infantry backpack textures - Fixed Hawkins mine not disappearing in the hands of the player after placement [h3]EFFECTS[/h3] - Fixed funky ribbons on magnetic mine explosions and HE against armour - Fixed Hellcat wheel fx by downsizing some debris textures - Fixed some US paratrooper physmats - Fixed ambient Flak light and no collision on beam restored - Removed shadows from point lights in flak searchlight blueprint’s - Updated Sherman wheel fx - Optimization for tracked vehicle engine damage FX - Optimization for tracked vehicle turret caching - Updated Support artillery impacts - Added a new projectile variant for the ambient Vierlings that do not have end explosions - Fixed Skytrain plane destruction effects - Fixed wind intensity on grass - Fixed physmat for material on cobble paths [h3]MAPS[/h3] [b]St Mère-Église[/b] - Optimized terrain and static meshes - Added 2nd cap zone spawns to be enabled - Adjusted lifetime of forward spawn groups near the church to 150 seconds - Adjusted flag spawns on St Mere Invasion 01 [b]Utah Beach[/b] - Optimized terrain and static meshes - Fixed tanks spawned by LCTs being enterable by the Wehrmacht - Fixed culling and materials of meshes - Improved some areas of interest - Adjusted number of LCVPs to 9 - Fixed hedgehog glitching through the LCVP at H7 kp5 - Fixed inside of bunker culling too early at G7 kp9 [b]Heelsum[/b] - Fixed fence blocking bridge at M11 keypad 7 - Fixed terrain at H8 keypad 5 - Fixed hedge mesh at L13 keypad 8 - Fixed Flak 36/38 emplacements from respawning ontop of wrecks on Heelsum s04 (They no longer respawn) - Fixed floating parachute at M8 keypad 1 - Fixed fence posts not being passable on Heelsum at K13 keypad 7 [b]Grave[/b] - Fixed floating foliage at F4 keypad 6 - Fixed floating foliage at E6 keypad 9 - Fixed concrete bunker cull distance to be higher on Grave at D4 keypad 6 - Fixed fence collision at F2 keypad 8 - Fixed gap in tunnel mesh at F7 keypad 5 - Fixed gap in wall mesh at G7 keypad 1 - Fixed gap in wall mesh at G8 keypad 7 - Fixed floating building mesh at F7 keypad 3 - Fixed fence collision at E2 keypad 5 [b]Doorwerth[/b] - Fixed fence gap in the north side of the Factory at I7 kp6 - Fixed road gap at J5 kp2 - Fixed bad hedge collision at K2 kp1 - Fixed Castle Doorwerth gatehouse materials - Removed support radio for the germans in S04 at M6 kp8 - Improved some areas of interest Sincerely, [b]Periscope Games[/b] [img]https://clan.cloudflare.steamstatic.com/images//31533869/d0406d44e053f7a14d6b82372b4635ba3b4f071e.png[/img]