BASE BUILDING & MANAGEMENT:
* You can now build your own outposts (bases) and make use of 68 buildable structures added to the US side! You can access them by holding out the shovel (keybind 7) and then opening the build menu with the N-key. The player can only build a base in an area that is 200m away from the nearest base. These player outposts generate construction supplies every 6 in-game hours (other ways to get supplies is by calling them with your radio). The VC/NVA will get their own building update next.
* There are 3 outpost buildings; these being the Tent Outpost, FSB Outpost and Castle Outpost. They're highlighted in orange in the build menu, until one is placed nearby.
* Each outpost has a Base management board, which displays the overall status of the base. You can see resource production & consumption, garrison, supply hours, morale, training, hygiene and other base related statistics. Additionally, you can request vehicles through this board.
* You can view what a specific building does, by using Alt + Left Click on it in the build menu (N-key, with the shovel in hand).
* The player's base receives supplies every 6 in-game hours (specific times shown on the Base Management Board). The amount of supplies, as well as their cap, is affected by various buildings. The Storage building not only generates a bit of most resources, but is also required to store more substantial amounts in the base. Field kitchens make rations, water pumps make water, bars make beer, generators make electricity, fuel depots make fuel, munition bunkers make munitions and so on. Lastly; medical buildings, helipads and barracks generate reinforcement points. The outpost itself and the Storage generate construction supplies.
* Resources in the player's base are consumed by various sources. The resource drain of a specific building can be seen by using Alt + Left Click on a building in the Build menu (N-key, with shovel in hand). For instance, most buildings use a bit of electricity, showers use water, artillery guns need munitions, etc.
* The player's base has a garrison, initially consisting of 0 men. To increase the size of the garrison, the player can interact with the Reinforce button on the Base Management Board. Requesting soldiers costs rations (price displayed on board) & the more soldiers your base has, the more rations and water they require in upkeep. Housing these soldiers also takes barracks capacity, which is increased by building various barracks. Additionally, requesting more soldiers requires Available Reinforcements which are generated by your outpost.
* The garrison of the player's base have a Training and Morale stat (viewed on the board). Training gives your soldier's more XP increases their rank, thus making them more effective in combat. It is increased through building obstacle courses and shooting ranges. As for morale, it affects how easily your soldiers panic, and is buffed by a large variety of buildings.
* The player's base has to contend with hygiene, which is affected by showers, latrines & other hygiene buildings. These buildings tend to consume water. Bad hygiene has debuffs, good hygiene has buffs.
* The player now has the ability to request land and air vehicles at their base, through the Base Management Board. They cost reinforcement points and fuel to request, which are generated by various buildings. Land vehicles require a Land Repair Pad to be spawned, and air vehicles require a Helipad. The helipad checks if the helipad is occupied, before spawning a helicopter. You can also build your own Runway to have planes spawn automatically.
* Most player built structures now automatically clear grass and trees in the area they are placed in. Additionally, relevant player built structures now also automatically level the ground beneath them, for smooth placement.

* You can build multiple different bases, and the resources they make & use will be shared between all of your bases. The exception is garrisons & barracks, which are unique to each base.
* Player built antennas extend range of hand held radio (provided they have sufficient power).
* All buildable structures now have a visualizer appear when building them.
* The player can now repair buildings with the shovel, by using the K-key and looking at the broken building. Most player built structures can be repaired. The cost of repair is 0.5 * initial HP of structure, up to a max of 25 supplies for the repair. They will be taken from player's base storage, if possible. Otherwise the supplies player carries will be used.
* Some player built structures can now be destroyed with the shovel, by using the U-key while looking at the building you want to destroy. Outposts cannot be destroyed, for now, this will be changed in the coming updates.
* Calling in chinook with platoon under 400m from a player built base now costs 80 Reinforcement Points.
* Player's main base and its icon (barracks icon) on the map, is now moved to the base the player has built.



TERRAIN EDITING & BUILDING REPAIR:
* You can now level the ground manually with the shovel (keybind 7) by hitting the L-key.

* The player can now cut down trees & tall vegetation with their melee weapon, when holding Alt and using Left Click. Doing this also gives the player some supplies. Also, the machete is faster at cutting down trees than other melee weapons. Trees can only be cut in South Vietnam, for technical reasons.
* The player can now cut grass and other vegetation by using Left Click while nearby, and looking at it.
* We've adjusted the positioning of dirt when digging, so it is placed in front of the player instead of behind them.
* Terrain editing, both automatic and manual, saves & loads within a range of 3km.
* Bulldozer will now cut trees (in all plow modes).
SUPPLY POINT:
* Supply Point: Can be setup and retrieved by player using the entrenchment tool. It will provide medikit, main and secondary ammunition crates after some time, depending on distance to nearest friendly base and the (global) supply situation. After some time it will also provide rations and water.
If it is not retrieved there is a cooldown to redeploy it. Crates can only provide 16 mags and 16 secondary rounds before needing to be replenished by Retrieval and reposition of the supply point.

GENERAL ADDITIONS/ADJUSTMENTS:
* AT3 ATGN HEAT damage increased substantially.
* Top white UI texts now has 5 lines instead of 3, to ensure no messages are lost.
* Supplies near system now includes construction supplies from player built base if its near.
* Rank of NPC soldier now has effect on health regeneration.
* Player squad now has +50% health regen plus increase per rank.
* Shotguns for player now have bayonets available (Alt + V).
BUG FIXES:
* Added missing update of supplies near UI when taking from supply crates.
* Issues with radioman and squad medic not coming when called in loaded games is now fixed.
* Improved detection of existing helicopters on helipads, before spawning a new one on it.
* Fix for some special situations where ammo boxes could be pushed around.
* Fix for issue with NPC mortars probably digging up terrain, even when terrain destruction was disabled.
* Issue that sometimes prevented a full garrison (of soldiers not in a squad) spawning at U.S. bases, is now fixed.
* Fixed a Shooting Range issue, where it would load your save, if starting it in a game session where you previously loaded a game. Now when you enter the Shooting Range from the Main Menu, it should send you there properly.
TREE RE-SCAN:
* All trees (and 3D plants) in South Vietnam have now been re-scanned in my tree registry system.
* This system is used when cutting, destroying or charring trees and when calculating tree cover for soldiers and ensures cpu time (lag) spent on it is about 1/400th of what would normally be the case.
* The re-scan was needed due to me manually adding and deleting trees over time since the last scan, thus causing the data to become partly corrupted which results in inconstancies in some areas.
* Due to the size of the data (up to 150k trees and plants on each 2x2km terrain) I only use it in South Vietnam to save on RAM usage and loading time. Thus tree cutting etc only works there, but I plan to add more areas most likely to be relevant for players. Accessing (distance checking) the terrain tree instances normally without it would cause huge lag under these circumstances.
Thanks for playing. And thank you for the feedback beta testers.