Changelog | Line Of Defense

Last Updated: 2017/05/15




During development any Tactical Advantage Kit tier (not the F2P Starter Kits) that you have, gives you access to everything that we release between now and the game’s final release.

After we release the final game, items that your tier does not contain, will be removed. e.g. all TAK tiers currently have a wingsuit/wingchute for testing purposes. After the game is released, those with TAK Level 1 tiers will no longer have access to these items since they are not part of the tier bundle.

Also note that during dev testing, items which you pickup in the supply packs do NOT persist across scenes. So if you pickup a weapon in Arkangel, then jump to Starguard or Heatwave, those items will be removed from your inventory.


Build (DSS) | 17-03-30

Build (GA) | 17-03-30

We maintain two public builds. The General Availability (GA) build, and the internal (DEV) build. The GA builds are derived from the DEV builds. The DEV builds are less stable than the GA builds, and contain new bug fixes, tweaks, features etc. After milestone completion and testing, the DEV build is merged and released as a GA build.

As both are released through Steam BETA, you can switch between the two at any time.

Aside from the internal milestones, the known issues page tracks the issues we are aware of, and which have been addressed in the internal DEV builds. So if you download the DEV build, you will have the most recent build we pushed for internal testing prior to a GA release.

At all times, we will always have three versions of the game. i) internal DEV build –> ii) public DEV build released on DSS –> iii) public GA release

Sometimes, when we update the DEV server branch during internal testing, the DEV client may be out of synch, and clients will then be unable to connect because the server will not allow a client of a different build number to connect. If that happens, you can revert back to the GA build, or wait for us to update the DEV build.


GEN 7 – 8

01. phase I (Build AI controlled space defense systems on stations (x4), carrier (x1), Orbital Defense Systems (x2)
02. phase II (Build AI controlled planetary ground defense (x15) systems (fixed & mobile)
03. phase III: Player controlled planetary ground vehicles (x13) & defense (x15) systems
04. phase IV: Player controlled Mechanized Infantry Combat Exoframe (x2) and naval units (x2)
05. Revision and re-activation of the Automated Transport System More Info
06. Improved infantry fps dynamics & mechanics
07. Minor tweaks/improvements to various UI and inventory systems
08. Improved combat flashpoint detection in scene selection UI
09. Support for same faction friendly fire damage
10. World Event tweaks/completion (Incursion, Hostile Incarceration, Hostile Intent) More Info
11. Player hosted game servers and matchmaking More info
12. Bug fixes and additional performance improvements (especially on planets)

Build (GA/DSS) | 17-XX-XX


  • Revised HAIS flight dynamics and handling. It’s a lot better now! Also, on the planet, you can now use the map interface to select a drop location. Same as you can when using the HAIS-MK2 from a space station/carrier airlock.
  • Revised wingsuit/wingchute flight dynamics and handling, similar to HAIS.
  • Added additional player kill notices to main UI. These are related to player’s own kills etc
  • Revised weapon Aim Down Sights (ADS) handling. It’s a lot better now; and standard (as used in most fps games)


  • FIXED: Proxy server was sometimes not clearing connection tokens correctly on restart
  • FIXED: An issue on Nightbridge with a tree intersecting a building
  • FIXED: Various bug fixes and performance tweaks (this on-going)

Build (GA/DSS) | 17-03-30


  • Tweaks to dynamics values for some planetary defense systems and aircraft
  • There is now a 20 sec cool down period when obtaining aircraft/vehicles from supply platforms
  • Updated console commands FAQ


  • FIXED: TACOPS interface remains open while transferring to a new scene
  • FIXED: Pressing F during supply platform seat selection opens a duplicate interface
  • FIXED: Quick inventory access menu UI remains open after being killed
  • FIXED: All clients connected to the scene can sometimes crash when a player picks up a dropped weapon
  • FIXED: Multiple connections can sometimes confuse interconnected server spawning
  • FIXED: Multiple aircraft can be spawned in space scene using docking bay in connected station
  • FIXED: If you crash an aircraft or die within the launchpad recharge region, the ‘press F’ prompt will get stuck on the screen after respawning
  • FIXED: UI issue with ATS docking bay tooltip sometimes stuck on screen
  • FIXED: Client would sometimes crashes when viewing aircraft debris
  • FIXED: Player HUD does not reappear after switching to orbital camera and returning to first person view
  • FIXED: If within the use-range of a DJP and facing a ship, pressing use (F) enters the aircraft and opens the DJP interface at the same time
  • FIXED: Moving with the keyboard while using the 3rd person orbit cam, can sometimes cause the view to stick
  • FIXED: Issue with aircraft hull debris remains static if it was destroyed while landed
  • FIXED: Aircraft HUD values (e.g. ammo) are sometimes incorrect if you exit and re-enter the craft
  • FIXED: Aircraft weapons UI (F3) isn’t getting deleted across scenes and after respawns
  • FIXED: Aircraft weapons HUD becomes stuck on screen when unhiding UI
  • FIXED: Aircraft can enter ‘landed’ mode at any speed. Should only do it when at <= 10 m/s
  • FIXED: Issue with Interceptor MK2 fighter acceleration and deceleration being too low
  • FIXED: Server performance (related to planetary defense systems) issues which cause degradation over time
  • FIXED: Various bug fixes and tweaks

Build (GA/DSS) | 17-03-10


  • Phase II. Activated AI controlled planetary defense systems (gun turrets, missiles) on ground vehicles.

    Defense systems (fixed and mobile) are currently programmed to engage any/all detected airborne targets which are within range. All defense systems can be targeted and destroyed; and they will repair over time, then re-activate automatically.

    Default state of AI controlled space and planetary defense systems. See world map.


    LYRIUS Orbital Defense Systems All Targets
    Arkangel Station All Targets
    Starguard Carrier Passive
    LENNEN Orbital Defense Systems All Targets
    Vanguard Station All Targets
    SYGAN Orbital Defense Systems All Targets
    Templar Station All Targets
    ZILON Orbital Defense Systems All Targets
    Overwatch Station All Targets


    Heatwave Starbase Passive
    Frostbite Starbase All Targets
    Nightbridge Starbase All Targets
    Gulge Starbase All Targets
  • Players can now control the defense systems via any TACOPS terminal located inside the station, carrier, or at a planetary starbase. A message is displayed in the chat window when the state changes.
    PASSIVE fires only when fired upon and is hit by weapons fire
    ALL TARGETS fires at all targets
    ALL HOSTILES fires at all targets hostile to the player alliance that set the programming

    Activation of the space defenses controls the station or carrier defense (missiles and gun turrets) systems in the local region.

    Activation of the planetary defenses controls the fixed and mobile surface to air missile and gun turret systems in the local region.

    Units within a region (space or planet) are independently controlled. e.g. the Orbital Defense Systems around the Lyrius planet, the Arkangel station and Starguard carrier gun/missile defense systems, are all controlled separately.

  • Support for DX9 is now deprecated and has been removed from the launcher UI
  • Added new visual effects toggles (water, clouds) in the OPTIONS menu as part of the on-going optimization pass
  • The 3D test cockpit (used in the Aurora fighter) has been disabled. As mentioned in the roadmap, I don’t like how these turned out; that’s why we didn’t do the others yet. As we now have support for them, we’re going to redo the 3D models in a different design/style.
  • The Incursion and Hostile Incarceration World Events are now completed. The team scoring UI for the resolution phase in Hostile Incarceration will be in an upcoming update, as it’s needed for the other remaining three World Events.
  • Added a new “QUICK RUN THROUGH THE GAME WORLD” section to the gameplay flow FAQ
  • Updated the game docs to reflect recent revisions and updates (e.g. now includes info about defense systems). Don’t forget to download and run the updated LOD_steam_shortcuts file. This will create the desktop shortcuts to the latest docs. For more info, see support KB52.


  • FIXED: A crash will sometimes occer when changing seats in aircraft while in space
  • FIXED: A crash will sometimes occur when player/aircraft leaves a scene
  • FIXED: Performance issues after moving through various scenes in same session
  • FIXED: Craft sometimes not removed when player disconnects from server while docked
  • FIXED: Attempting to dock at a bay while still targeted by defense systems will cause a crash
  • FIXED: Station docking bay prompt issues in UI
  • FIXED: Attempting to land an aircraft on the ground was causing some issues
  • FIXED: Incorrect cockpit view when aircraft passenger changes seat
  • FIXED: Craft UI to change seats or eject (by pilot) players in a seat sometimes not working
  • FIXED: Banned user sometimes not getting message when logging into server
  • FIXED: Space scenes sometimes stop accepting connections; thus preventing scene transitions
  • FIXED: Passengers in a multi-seat craft sometimes don’t transfer with craft after jump to new scene
  • FIXED: Changing seats while inside a multi-seat craft sometimes crashes the client
  • FIXED: Duplicate ‘Orbit Camera’ entries in camera OPTIONS settings
  • FIXED: Minimap zoom keys hidden in input OPTIONS settings
  • FIXED: Map (M) does not fill the entire map window when displayed in resolutions lower than 1080p
  • FIXED: Aircraft selected in supply platform UI also appears (spinning) locally in scene
  • FIXED: TACOPS interface sometimes opens when interacting with other UI
  • FIXED: Supply Platform UI not handling ESC correctly. Sometimes won’t close UI, displays
  • FIXED: Aircraft shields not visible when hit by small arms (infantry weapons) fire
  • FIXED: Underscore character appears in some names on death screen
  • FIXED: Missile lock persists on destroyed target though no longer displayed visually
  • FIXED: Infantry player may spawn with throwing knife equipped with no knives available
  • FIXED: HAIS jump from Arkangel or Starguard to some planet bases (Nightbridge, Gulge) results in premature death
  • FIXED: Client and server sometimes de-sync during sprinting (and sometimes jetpacking)
  • FIXED: Various DX11 related issues, tweaks etc
  • FIXED: Various bug fixes and tweaks. Including some tweaks to physics input models

Build (GA/DSS) | 16-10-04


  • Enabled default “passive” mode for station/carrier defense turrets. They will now only activate and engage targets if the unit (e.g. station) is fired upon and hit.
  • Revised the space dust/cloud FX for visual and performance improvements. May require further tweaking as-needed


  • FIXED: Various bug fixes and tweaks
  • FIXED: Turrets do not appear destroyed when entering a scene with a destroyed turret
  • FIXED: Threat warning audio sometimes overlap each other when several detections are triggered
  • FIXED: Some Xbox controller buttons no longer work, due to recent input revisions
  • FIXED: Proximity stars/streak FX in space sometimes rendered incorrectly at certain camera angles
  • FIXED: Performance and weapon firing issues when flying through space dust clouds
  • FIXED: Spawn point issue in Starguard
  • FIXED: Some fighter (e.g. Zenstar) guns not correctly synced for simultaneous firing

Build (DSS) | 16-09-20


  • Implemented new threat based voice FX
  • Improved visual FX on launched STS and SDM missiles
  • Improved visual FX on station and carrier shields


  • FIXED: Various bug fixes and tweaks
  • FIXED: Server may crash when aircraft that has damaged defense systems is removed from the scene
  • FIXED: Client may crash when entering a scene with defense systems

Build (DSS) | 16-09-16


  • Enabled inbound missile jamming for Orbital Defense Systems
  • Improved visual FX on launched missiles and aircraft shots
  • Updated website assets dB with missile info and stats


  • FIXED: Various bug fixes and tweaks
  • FIXED: In some cases, when an aircraft is destroyed, not all parts are rendered with destroyed state textures
  • FIXED: Defense system turrets will sometimes continue to fire for a bit after being destroyed
  • FIXED: Defense system turret shots sometimes do not appear while turret shield is visible
  • FIXED: An issue with missiles launched from turrets
  • FIXED: Spawn point issue in Starguard

Build (DSS) | 16-09-09


  • Updated final armor and shield values for the Orbital Defense Systems
  • Updated final radar detection ranges for station/carrier turrets (1000m) and Orbital Defense Systems (1500m)
  • Visual FX tweaks to turret shields and missiles. This is on-going. Will look much better when completed in next build
  • Activated the ODS defense system’s in-bound missile jamming capabilities
  • Missiles launched from turret defense systems now cause damage
  • The larger map (M) for indoor scenes (station, carrier) now has annotations to show the various locations. This task is now complete for all stations/carrier


  • FIXED: Various bug fixes and tweaks
  • FIXED: Station and carrier turrets didn’t have armor values; only shields
  • FIXED: Spawning a shuttle causes performance & sync issues
  • FIXED: Run/Walk toggle state not saved after quitting game
  • FIXED: Firing missiles causes performance & sync spikes
  • FIXED: Exploding grenades would sometimes cause a crash
  • FIXED: When a player is killed, they appear to play the holster/unholster animations until respawn
  • FIXED: Players not always killed when asset is destroyed e.g. crashing into a mountain on the planet

Build (DSS) | 16-09-06


  • Visual tweaks to weapons fire, explosion effects etc on defense system turrets


  • FIXED: Minor tweaks and bug fixes

Build (DSS) | 16-09-02


  • Phase I. Activated AI controlled space defense systems array (gun turrets, missiles) on stations, carrier, and Orbital Defense System.

    Turrets are currently programmed to engage any/all detected targets which are within range. All turrets can be targeted and destroyed individually; and they will repair over time, then re-activate automatically. For testing purposes, missile damage is currently disabled.

  • The larger map (M) for indoor scenes (station, carrier) now has annotations to show the various locations. This is on-going and so far only Arkangel and Starguard have been completed.


  • FIXED: Aircraft missile rearming does not work correctly in some aircraft
  • FIXED: Aircraft missiles only launching from one launch pod location
  • FIXED: Missile launch issues on some aircraft (e.g. Aggressor launching ATS-Spyder missiles)
  • FIXED: Aircraft cross-hair was misaligned in some cases (e.g. Aurora fighter)
  • FIXED: Combat area exit warning message not being cleared in some cases
  • FIXED: The throwing knives are held incorrectly in player hand
  • FIXED: Issues (fewer star streaks than configured) with velocity based star-streak FX in space
  • FIXED: Flying into a planet puts player inside planetary body, instead of destroying the ship

    This requires special handling due to the way the scenes are constructed and the fact that you can currently land on the Lyrius planet, but not the other planets and moons. As with flying too close to the scene border, if you approach too close to the planet/moon atmosphere, you will get a warning. Failure to turn around will result in the destruction of the ship if it breaches the atmosphere.

  • FIXED: The weapon model is sometimes missing when switched. Could be related to empty weapon slot
  • FIXED: Death screen redeploy (respawn works OK) option prevents player from being able to jump to another scene until quit/restart
  • FIXED: It is sometimes possible to launch into space without an aircraft
  • FIXED: Launching a craft from a station or carrier into space will sometimes cause a crash

Build (GA) | 16-07-15


  • You can now use F7 to cycle through hostile/friendly/default target classes
  • The name of the player in the currently targeted vehicle/aircraft is now displayed in the UI
  • Tweaked joystick movement resolution. Lots smoother now
  • The aircraft 3D, virtual cockpit, and orbit camera are now all set to FOV 70 by default
  • Setup turret and weapon systems for Starguard carrier and stations. NOTE: they are NOT activated, so they won’t fire
  • Added new first person grenade and mine handling animations
  • Added new M117 assault rifle model. NOTE: Don’t forget that now we’ve improved on all the character models, we’re working on ALL the weapons. The previously done FG45, and now this M117, give an idea of where we’re going with this, without impacting the game’s performance.
  • Various game asset cleanup and restructuring


  • FIXED: If a scene server (e.g. Gulge) crashes, sometimes it won’t auto-restart (shows as Red in deployment screen) without manual intervention
  • FIXED: The pov setting didn’t take into account the 3D cockpit (e.g. in the Aurora) models.
  • FIXED: The server interconnect count tracking can become incorrect. This could ultimately lead to pushing the server capacity over the limit (even though those connections don’t actually exist), but may screw up establishing new interconnects too
  • FIXED: Using throwing knives can sometimes cause a crash. Also do not damage enemies correctly
  • FIXED: Dropping proximity based mines can sometimes cause a crash
  • FIXED: Detonating a second Nucstar mine can sometimes cause a crash
  • FIXED: Receiving hit information from clients occasionally causes a server crash
  • FIXED: The death screen was not being displayed when player dies in space (inside a craft)
  • FIXED: Various UI issues, as well as some affecting the wingsuit/wingchute and HAIS
  • FIXED: Opening the weapon gear UI (CTRL+T) when no items available for the weapon will cause a crash
  • FIXED: Death in space by ramming or impact registers as a melee death
  • FIXED: Option to swap Yaw/Roll flight mechanics no longer works
  • FIXED: The pov for aircraft passenger or gunner seat position was locked. This prevents player from looking around.
  • FIXED: Various issues with aircraft weapon systems
    • missiles and gun shots sometimes not replicating across the network correctly
    • missiles were sometimes not causing damage on impact
    • missiles with tracking tech were not tracking consistently
    • missile slot 3 (Space-to-Space missiles) couldn’t be selected in some aircraft
    • main guns would not reload after magazine depleted; and manual reload also didn’t work
  • FIXED: Minor scene related fixes and tweaks
  • FIXED: Several client and server crashes



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