Fans of Unreal Engine titles are already well acquainted with how terrible it is to update those games. We're talking about multiple GB updates even when something super minor is changed. It's the nature of the engine. That is, until now.

With today's update to Red Orchestra 2, Tripwire has incorporated the "Brewing System" into the game. That means that after today's massive 8.5GB update, future updates should be significantly smaller in size, say only a few hundred MB. In addition to this very welcome addition, the update includes a new gametype, new transports, fixes, a new map, and more.

Changelog for Red Orchestra 2 for April 21, 2014

2 new Transports
Universal Carrier & Sonderkraftfahrzeug 251 (SDKfz 251)
Winter and Summer textures
New Achievements
Transports implemented in 3 maps Arad, Barashka and Rakowice

New Gametype S&D
9 maps modified to work for SD (4 RO2, 5 RS)
1 completely new map SD-Warehouse (for RO2 - Official Custom Map)
New achievements
Added a new bind '=' to drop the bomb in the game binding menu

New RS map Maggothill
Merrill's Marauders, made up of a series of light infantry assault units (lacking heavy weapons), was ordered to take up position at Nhpum Ga and hold it against attacking Japanese forces in April of 1944. Ill equipped for this holding action, the Marauders were put under siege and often time surrounded by the Japanese.

Faced with poor health conditions and limited supplies, the Marauders managed to hold. At the end of the battle, 400 enemy were confirmed dead with 57 dead marauders and hundreds more wounded or incapacitated.
Modes Supported: RSFF, RSTE, RSCD, RSSD

Brewing systemMCP Winners
Phosphate Plant
Myshkova River
Otori Shima

Fixed Tank bugs
T-pose bots should no longer show up (fixed for 5 different variations)
Fixed vehicles staying in the wrong DepthPriorityGroup after a player finishes spectating (tanks could be seen as always on top of everything)
Changing position in the driver's seat of a vehicle no longer breaks the ability to switch to that seat
Vehicle Teamkill and Vehicle Kill Assist kill messages now display the correct text label (previously both said "Kill Assist"
Fixed tanks shooting off to the left when trying to shoot near an object between you and where you were aiming the cannon
Fixed inability to spawn in tanks as certain roles at times
Fixed tanks often getting stuck on objects
Fixed that firing HE/AP removed ammo from the MG as well
Made the spawntank cheat not spawn a tank stuck on the front of your tank
Fixed issue that makes you unable to look around on a non standard aspect ratio
Fixed log spam when at a resupply point
Fixed log spam when changing seats in a vehicle
When hitting an object with your tank you now hear the impact hit sounds
Fixed players getting insta-banned if they hit a friendly tank
Fixed players getting insta-banned if they drive over a friendly with a tank
Fixed cases of seeing tankers inside your tank without a head
Fixed cases of seeing the people sitting inside a tank appear through the outside of tank
Vehicles with a broken transmission can no longer turn
Destroyed T34's in non-winter paint no longer display ultra blurry, low res textures
Fixed spectator camera jerking around when someone changes seat
Tanker bots can now be removed as expected when using the KillBots() command or the Remove Bots function in WebAdmin
Added new setting FriendlyFireHitVehiclePunishScale to reduce instances of one-hit-bans for hitting friendly vehicles
Vehicle broken transmission sound no longer starts and stops abruptly. It fades in and out
Damaging an undamaged vehicle armour plate in an armour zone that is already in a heavily damaged state will no longer reset the zone's health back to a higher value
Players in vehicles should no longer be prompted to resupply MG soldiers outside the vehicle
Vehicle crew and passengers will now always play the correct death animation for the position/stance that they were in on death, rather than always using the one for the default position
Changing seat position while holding the fire button on a vehicle MG spot will cease firing as soon as the transition starts or the player is killed
Tank Icons on the overhead map now correctly scale with the resolution of your monitor (making them no longer appear huge on low res monitors, or tiny on high res ones)

New Tank features
Server ability to force players to fire the current shot before they can reload a different kind of ammo
Added ability to bind the rotating of a tank turret to happen by keyboard instead of mouse in the default config files (this is currently unsupported functionality but can be found commented out in the defaultroconfig.ini file. This was done as an internal test to see what it would take to do keyboard controls properly and is this config is built off community work.)

Campaign
Fixed bug where roles appear to be available but are not selectable (in campaign)
Fixed bug that allowed players to spawn on enemy squad leader when teams were swapped
Fixed incorrect icons in the campaign window
Fixed the chat automatically scrolling back to the beginning when voting over a territory
Pacific campaign map in WebAdmin now matches the one in game (was previously scaled differently)
Fixed incorrect spelling of the Pacific Campaign territory "Volcanoes"

Weapons
Weapons now track ammo on both the client and the server, stopping players to fire more shots with a weapon than the mag contains
Fixed knee mortar reload sounds ignoring volume settings
Re-ranged the knee mortar to stop it from firing short
Bolt action rifles no longer lose shell ejections after performing a full reload
M1 Garand empty clip ejection no longer stops at random intervals
Players of the Japanese in RS can no longer get effectively unlimited booby traps
Players can no longer initiate a reload if they're bandaging
Fix for circumstances causing the player viewpoint to float above where it should be for machine gunners
Fixed the interruption of MG barrel change not stopping the 3p animation from playing, or preventing the code from swapping the barrel over regardless
Fixed machine gunners being able to unlock movement during pre-game countdown
Fixed Heavy machine gun ammo getting out of sync with the server when firing in fully automatic
Adjusted pivot points on RS MGs, so that they no longer allow the player camera to rotate behind walls
Fixed exploit that allowed iron sights to be raised instantly
You now correctly hear footstep sounds, when holding the fire button while moving around with a katana.
Fixed cases of deployable weapons creating T-posed soldiers or "Jazzhands"

GeneralUI
Map/Kick/RoleKick voting menus should no longer reset to the top every time another player casts a vote
Germans now see that they have to type np to forgive instead of kp
Commander orders icons on the overhead map now clamp to the edges of the visible map when zoomed in, rather than overflowing onto the rest of the HUD
Commanders now see orders icons offset correctly on the overhead map when zoomed in
Fixed options in Steam Workshop menu being clipped off the bottom of the screen (and therefore unusable) while using non standard aspect ratios
Fixed inconsistent uppercase vs lowercase role names on the pre-game ready screen
Fixed bug where incorrect realism mode was displayed when mode and map changed by webadmin
Fixed objective and player spotted icons in the World Widget (HUD overlay) being located incorrectly while using non standard aspect ratios
Added <> brackets s to hints where a key press is required


Map changes
All official custom maps now have a more standardized squad unlock system, so that in low player/clan matches you do not end up with too many smgs etc.
Custom map names now appear on the loading screen rather than just "Custom Map"
Fixed misplaced tactical view ammo icons for most MCP custom maps.

Arad2
Moved infantry spawns closer to the villages.
Added AT rifles to all ammo locations around the objectives.
Fixed matinee tracks for recon planes - lifted their altitude.
Cover improvements
Multiple buildings opened up for infantry
AT rifles placed at ammunition supplies
Added Transport Spawns

Barashka
Changed North and South Village capture times from 15s to 30s to promote better fights over the final objectives
Marksman roles now show up with less than 16 players
Fixed elite assault roles not having classic mode overrides
Cover improvements

Bridges of Druzhina
Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range
The radio on the first bridge now works for both teams.
All roles have been redone from scratch hopefully fixing the invisible ppsh/ or the ptrs looking ppsh bug.
Cover improvements.

Coldsteel
Re-centered the map which should reduce/eliminate cases where weapons would be inaccurate at range

Gumrak Station
Added squad names

Mamayev Kurgan
Fixed cover in one of the initial pillboxes to allow MGs to properly deploy

Myshkova River
Cover improvements

Rakowice
Cover improvements
Made changes so tanks can no longer easily get stuck in the trenches
Messages, about events moved up from the center of the screen so they are less likely to be blocking your view

Betio
Minor collision fixes
Removed ability to win 2 rounds instantly

Guadalcanal
Fixed players flying into the sky if you kill them in the underground airfield bunker
Fixed an invisible wall near the Red Cross objective

Iwo Jima
Changed tessellation distance to help reduce terrain related exploits

Kwajalein
Cover improvements

Issues that can no longer be reproduced (likely fixed by some other change)
Selecting the TT33 lvl25 makes you spawn with only 1 weapon
Selecting the SVT40 Sniper lvl50 no longer crashes your game (and your entire team)
Issues with the lvl 25 pzb rifle
When deploying when prone your character moved up into the air
No visible muzzle flash
Bullets hitting nearby objects when the player was aiming further away

Crash Fixes
Fixed several of the most common crash reports that came in