← All patch notes Rearguard · Field dispatch to all testers

Playtest 15
Patch Notes

Built from your playtest 14 notes. The wagon is gone, every gun has a Legendary pair to chase, and there’s a shovel, a slide and a pile of fixes.

9Legendary pairs
4Ammo types
2New guns
11Fixes

Send feedbackBugs, ideas, screenshots: it goes straight to the team on Discord.

The wagon is gone

Changed

No more running back to the quartermaster, and no shop menu. Supplies now come to you.

After waves 3, 6, 9…

Quartermaster’s Issue

Pick 1 of 3 supply cards. It comes right after that break’s commendation, on the same keys, and you can pick it mid-wave.

Mid-wave on 2, 5, 8…

Team supply crate

A crate parachutes in. Whoever opens it, the whole section gets what’s inside.

Before armour waves

AT crate

A bazooka for every soldier, or a rocket refill if you already have one. No racing for it.

Every deployment

All your RP banks

Nothing is bought mid-run, so every point of requisition goes home with you.

Supply cards: Field Dressing (+15 max HP, no heal), Hand-Loaded Rounds (+20% damage), Grenade Belt (+1 grenade and a refill), Fire Mission, Sandbag Detail and Replacement Riflemen.

A Legendary pair for every gun

New

Every gun has two Legendary commendations. Each is strong alone. Hold both and you complete a named pair with a bonus, announced to the whole section.

Once you hold one half, its partner turns up far more often.

Kar98k

HeadhunterA headshot kill carries on into the nearest head.
+
ThunderboltA headshot kill calls lightning into 3 men.
= Storm of SteelThe round goes through up to 4 heads, each one throwing lightning.

M1 Garand

Last WordThe last round of every clip is high explosive.
+
Rolling ThunderEach hit adds +8% damage to the rest of the clip.
= Full ClipThe blast grows with every hit. A blast that kills 2 slaps the next clip in.

Thompson

Chicago TypewriterSustained fire sets men alight.
+
Drum RollKills refund rounds and raise your fire rate.
= FirestormBurning men explode into fireballs that spread the fire.

B.A.R.

Walking FireRounds pass through 2 men.
+
Molten BarrelAfter 1.5 s of fire, every round bursts.
= Iron CurtainBigger bursts that set men alight. Kills refund rounds.

Trench Gun

Dragon’s BreathShells set everyone hit alight.
+
ThunderclapA heavy hit knocks down everyone near the target.
= HellfireThe shockwave burns, and burning kills reload a shell.

M1 Carbine

BlitzKills give a burst of speed and fire rate.
+
Live WireEvery 4th round arcs lightning.
= Lightning WarEvery round is a shock round while Blitz runs.

M3 Grease Gun

PinpointThe first 10 rounds fly dead straight and hit harder.
+
Greased LightningHeadshots refund the round and raise fire rate.
= Hot GreasePinpoint lasts the whole magazine while every round hits.

M1903A4

Danger CloseA headshot kill blows the man apart.
+
Eagle EyeHits mark a group to take +35% damage from everyone.
= Kill ZoneBigger blasts that mark everyone caught. Marked kills refund the round.

Lee-Enfield

Cock on ClosingHits in a row work the bolt faster.
+
Charger LoadingKills put rounds back.
= Rapid FireKills count double to the streak. At full speed every hit refunds.

Ammo types · work on any gun, pickups included

Rare

Incendiary

Every hit sets the man alight.

Rare

Steel-Core

Rounds go through into the man behind.

Epic

Shock

Shots arc lightning into 2 more men.

Legendary

Explosive

Every hit bursts into the men around him.

The tracer colour shows your ammo. Explosive Rounds takes one of your two Legendary slots, so you choose between a gun pair and the universal boom. Enemy weapons get perks too: Spoils of War makes pickups hit harder, reload faster and carry more rounds, and Captured Arsenal makes enemies drop weapons more often. None of these blasts hurt teammates.

Armoury: gun levels and two new guns

New

Spend RP to level a gun from 1 to 10. Each level is +5% damage and +3% reload speed. Cheaper guns level cheaper.

The level that counts is capped by your Battle Honours tier

4Standard
5I–II
6III–IV
7V–VI
8VII–VIII
9IX
10X
New free starter

M1911A1 pistol

Level it up, then move on to a rifle. The Kar98k now costs 400 RP. If you already own it, you keep it.

Rank 6 · 1,600 RP

Lee-Enfield No. 4

A fast-bolt .303 rifle with a 10-round magazine and its own Legendary pair.

Shovel, slide and walking soldiers

New
  • Trench shovel. Press 5 to draw it (you can rebind it). You move 15% faster with it out, and fire swings it. The quick bayonet on V still works.
  • Slide. Crouch while sprinting. You can steer a little, shoot, and jump out keeping your speed.
  • Walk cycles. Enemies, squadmates and other players now walk and run with their legs instead of gliding.

Melee commendations

Lunge

Dash onto a man up to 7 m away.

Bloodlust

Melee kills heal you.

Cleave

Hit everyone in a wide arc.

Ground Pound

Swing in mid-air to slam the ground.

Berserker

Melee kills stack move and swing speed.

Explosives and grenades

Changed
  • Booby Traps replace Tripwire Charges. This commendation plants charges on the enemy’s routes at the start of every wave. They never hurt your side, and every kill gets you a callout.
  • Throw grenades back. Grab a live enemy grenade near you with the grenade key, if you’re quick. The Hot Potato commendation makes it easy: longer reach, instant grab and a harder throw.
  • Enemy grenades are much less accurate early on and tighten up as the waves go on.

Battalion HQ and co-op

New
  • Pioneer Platoon is a new Battalion facility that digs extra MG pits on every front. The host’s level decides.
  • Enemy strength readout. Waves always grew with the number of soldiers. Now each co-op wave tells you by how much, for example “Enemy strength for 6 soldiers: +275% men, +50% tougher”.
  • Faster revives. The more of you revive someone, the faster it goes:
2 soldiers ×1.53 soldiers ×24 or more ×2.5

Fixes

Fixed
  • Enemies no longer spawn inside bushes, hedges or cover.
  • Enemies on the first map no longer get stuck on the tank or in the cottage.
  • Bodies in tight rooms settle instead of jittering and flying about.
  • The host’s name no longer resets to “Host” after a round.
  • Rejoin the same deployment and you keep your commendations and supply cards.
  • Gunfire no longer keeps playing on the results page.
  • The bazooka reloads when you switch back to it.
  • Magazine upgrades fill your gun to the new size straight away.
  • Scopes keep the game’s colour grade.
  • Field Manual text no longer overlaps the close button.
  • At most three enemy health bars show, kept out of the centre of the screen.

What we’d like you to test

  • Do the Legendary pairs feel worth chasing? Which did you complete, and was it too strong or too weak?
  • Is a supply card every 3rd wave the right pace? Did you miss the wagon?
  • How do the shovel, slide and melee commendations feel?
  • Do gun level prices feel fair for the RP you’re banking?
  • Any enemy in a bush, stuck on scenery, or a wrong name after a round? Tell us the map and wave.
  • Scope users: does the view look right now?

Send feedback

Found a bug or have a thought? Send it straight to the RearGuard team.

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