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Quality of Life Patch #3 is out now – containing a number of key changes/improvements which you can read all about in the patch notes below.
Hope you enjoy the update and see you on the battlefields of ’83!
More Battle Chatter – Death Screams, Friendly Fire, Kill Confirmed and more
Improved VFX – Bigger Bullet Impacts and Penetration VFX
Improved Scoring system
Assists, Offensive/Defensive Kills, and more
New Scoreboard UI
Score HUD widget
Map Voting!
Sniper Balancing – Removed from spec ops to reduce max number of snipers
Improved high detail scopes performance and fixed over exposure issues
Community server management tools updated – More rcon commands and fixed several commands
Many bug fixes and balancing changes
Pistol and M67 New Sprint Anims 1P / 3P
SVD and Skorpion 1P ADS Shoot (added additive)
RPG-7 Transitions
Increased speed of weapon raising when colliding with cover
Adjusted Holster anims in 1P for AKS transition
M203 GL 1P Shoot Finger Fix
M653 3p Stand Hand IK’s Fixed
Fixed the M67’s Scope Lens UV rotation (no more flipped reticle)
M203 GL New Reload Anim (Longer)
GP-25 GL Reload 1P New Anims Added (Longer)
Fixed the Prone ADS jitter during movement
MP5SD3 Reload Empty 1P New Set + 3P New Tactical Reloads
M1911 1P hipfire shoot trimmed
M203 3P Hand IK Adjusted Anims
Vault/Mantle Animation smoothing for various weapons
MP5SD3 ADS Shoot left Hand Pose Fix
Fixed ironsight camera positions being broken for most projectile weapons. They are now much closer to the camera as intended
Adjusted MP5SD3 ironsight alignment
More Battle Chatter:
When receiving friendly fire
When seeing someone else do friendly fire
Taking fire from MG and sniper roles with unique callouts
Taking fire without line of sight to the shooter can now play a different set of callouts
Kill confirmation (own kill on enemy, friendly kill on enemy, friendly death). These will not play 100% of the time and require other friendly players nearby in order to trigger
RPG backblast warning
More death battle chatter sounds for gut, wp smoke, neck and spine kills
Fixed M16/M203 and AK-74/GP-25 fire mode select not working. Also touched up reload on MP5SD3
Fixed ammo check on AK-74 being de-synced
Minor ambience mix tweaks to woodpecker.
New audio assets for AK-74 mag check
New PTSD inducing artillery explosion impact audio designs
Updated M3A1 bolt pull back on initial equip to only have a single click.
Scoring System Update
Implemented new scoring system
Added Scoring HUD PopUps
Scoring system implementation and first batch of scores: Kills, assists, , kill on enemies near team leaders, kills on enemy commanders, teamkills(negative), vehicle driver assists.
Added offensive and defensive kill scores.
Implemented scoring for destroying enemy command post and rally points.
Updated score descriptions
Added Map Voting System at the end of a match
Added Announcements to the home page
Allow grenade throwing while sprinting
Spawn beacons/commander tables now clean up if they end up near allied active objectives
Fixed spectator camera being controllable and mapdrag being constantly active when having the chat open while dying
Mouse steering/freelook for vehicles introduced (WASD still default in settings)
FreeLook Improvements
Refactored and simplified FreeLook
Auto Free Look switch in vehicles
Interpolation between freelook modes in vehicles
Fixed free look in prone
Objectives: Fixed an issue where after becoming unlocked the players already present in the objective would not automatically start capturing
Commander Improvements
Fixes commander abilities getting stuck if a response ends when you are dead
Fixed e dge case where being force spawned by the commander before your dying state had completed, and then opening and closing the scoreboard would cause most of the HUD to disappear and stay gone until the next death
Other Squad Leaders can see other Squad Leaders strike area marks
Made warmup shortcut period between assault game mode rounds always be 20 seconds
Fixed objective bounds not being able to handle concave shapes on the OH map
Fix for UI getting stuck after the match ends
Fixed shadow issues in landscape caused by lumen.
Arming distance refactoring for Grenade Launchers
Table and Spawn build deny messaging. Players will be told about water and spawn protection before things like LOS, geo blocking etc
Spawn protections will disable for that team if that team hits 0 tickets
Add listDetailedPlayerInfo RCON command, which shows: <steamID> <playerName> <teamName> <squadID> <squadName> <role> <kills> <deaths> <teamKills> <score>
Map rotations: added ability for server admins to create their own map rotations
Fixed LoadMap command kicking all players as the server is travelling to the next map, server admins can now change map while players are in game and they will all travel to the new map
Added command to enable/disable map vote Added dedicated ban command and made the kick command be a temp ban (until map change or server restart)
Fixed show welcome page command
Reranged M203
Increased speed of weapon collision interp
Fixed ironsight camera positions being broken for most projectile weapons. They are now much closer to the camera as intended
Adjusted MP5SD3 ironsight alignment
Fixed broken M203 GL sights and corrected the ranging on all distance settings
Adjusted weapon barrel collision offset for all gun weapons to prevent clipping into the camera
Updated M67 reticle for better ranging
Improvement pass to all impact, ricochet and penetration vfx
Reranged M60 MG
Removed sniper rifles as options from Spec Ops roles
Improved high detailed scopes performance
Fixed high detailed scopes getting over exposed
Adjusted RPG-7 projectile min arm distance to 5m
Raised the centre of mass for both tanks to increase acceleration and braking suspension movement, and to fix rotation making the tanks appear to roll in the wrong direction on their suspension
Significant pass on the M151A2 and UAZ-469 vehicle handling. Both vehicles should now feel weightier and more grounded, with more responsive handling and slightly better hill climb ability. Additionally, the handbrake now works as intended, and both vehicles can lose traction on turns if you don’t slow down enough, but they are also more responsive to counter steering, so catching a slide is no longer impossible. Lastly, the M151A2 is now less likely to roll completely onto its roof, or to spin out completely, when hitting sharp bumps at speed – this can still happen, but it is less frequent and can be countered/controlled more easily than before
Updated “connection health” icons and made the server congestion icon actually function (uses server tick rate as its metric)
Added a “brightness” slider to the settings menu. It’s adjusting Gamma and values range from 1-5 (default is 2.2).
Team Select tiles now have backgrounds that are set per faction rather than just a flat grey box
New killfeed icons for rocket launcher backblast and HEAT penetration kills
Credits Update
Fixed Gaps in floor Nato base / Tree intersecting with rock – Norway FL
Fixed wrong Phys Mat on Bunker floors
Fixed gaps in floor in Fjord NATO base
Fixed Player / Camera clipping with Sawmill machine as you vault onto it
Fix for getting stuck in Warehouse building
Fixed Collision issues on NATO vehicles
Excavators can’t be climbed anymore
Invalidated exploitable positions on cliffs
Added extra cover for attackers approaching the sawmill from the East
Removed metal sheets from Warehouse walls to allow bullet penetrationdp
Added vehicles on both assault versions of Fjord
Adjusted Spawn protection for Fjord NATO and PACT Assaults to fit with Out Of Bounds
As-Fulda NATO
Added another infantry path leading up to the farm from the initial PACT spawn
Thickened the forest and worked on the forest edge (more bushes and smaller trees) for the stage 3 forest (ridge and lone house)
Added more cover (rocks, logs etc) to protect attacker going for Lone house
Detailed the forest near Ridge to protect attackers better and overall be more fun for gameplay (bushes, small elevation, thicker forest)
Retake on the Ridge objective, replacing props with NATO ones and added more dressing
Fixed prop placement clipping in Woodpecker Heating Plant area
Fixed Collision on Train in Woodpecker Train Station
Fixed window offset in Woodpecker Train Station
Fixed Floating Assets in Woodpecker Scrapyard
Fixed overbright Trucks + Stack of pipes materials in Woodpecker
Fixed floating prop in Church area
Fixed trees intersecting with some rocks
Fix for screen jitter when player vaults onto a table fan in Warehouse outbuilding + Floating boxes
Fixed missing collision on a foliage instance
Various radios and ammo supplies moved to prevent overlapping on the overhead map
As-Woodpecker NATO
Farm out of bounds for closed off buildings have been adjusted and updated on all variants of Woodpecker.
Radio removed from the Ammo Depot
As-Woodpecker Pact
Tank and tank crew added for attackers
HQ moved to Tank Location along with a new pact home spawn.
Defenders [NATO] anti-tank crew set to 4
Pact trucks have been moved next to tank spawn
Road barrier has been removed from the right-hand side of the road to assist with navigation
Fl-Woodpecker
Crates adjusted in the Ammo Depot to prevent players from clipping
Blocking volume has been extended to block players entering a blocked off area.
Sandbags and new exit points have been added on the metal fence next to the train station.
Radio removed from the Ammo Depot.
Shooting Range
Rocky wall adjusted to prevent players from vaulting over and through the shooting range wall.
Rocks adjusted nearthe river and additional blocking volume has been added to prevent players going through the rock.
Collison adjusted on the metal gates on the shooting range grounds.
Fixed floating vegetation,
Gates opened for the vehicle range.