Unable to destroy claymores/mines, etc., has been fixed along with several other bugs related to this issue.
The bug with weekly challenges not refreshing has been fixed.
The glitch where the player’s body teleports into the void when killed in a vehicle seat has been fixed.
The inability to switch fire modes while interacting has been resolved.
DustyDew has been completely remade.
The new game mode similar to Battlefield 1’s Operations, which was previously mentioned, is still under development. Aiming to release it either on weekdays or by next weekend.
We are nearing the completion of the new skin system that was frequently mentioned in the dev streams. It, alongside the new game mode, will be our focus starting next week.
We have been preparing for three significant events over the last three months, all scheduled for the end of this month (towards the end of November). Currently, most of the time is being spent on the final preparations for those events.
The new game mode similar to Battlefield 1’s Operations, is still under development. Aiming to release it within 1-2 weeks. We are nearing the completion of the new skin system that was frequently mentioned in the dev streams. That system, alongside the new game mode, will be our focus starting next week.
We have been preparing for three significant events over the last three months, all scheduled for the towards the end of November. Currently, most of the time is being spent on the final preparations for those events.
Update 2.2.1 brings a new map rework, major changes to Grip and Barrel attachments, map vote improvements and more.
Patch Notes
New Map Rework: DustyDew
This map can be seen as the communitiy’s least favorite. There are several reasons for this, ranging from the terrain design that disproportionately benefits snipers and tanks, to the dense fog that was applied to compensate for that same issue. As a result, the majority of players find the map unenjoyable in it’s current state.
The rework will retain elements of the mil-sim experience in it’s design. The environment will not be over-saturated to provide the intended tone, the grounded city layout and roads will call for players to use their best tools and strategy for safe navigation to and from objectives. Although the playable area will remain the same in overall size, the amount of objectives will be increased from 4 to 7, providing more spawn locations and reduced travel time to get into combat.
UX / UI
Added option to disable weekly challenge notifications (Gameplay settings)
Optic/sight zoom levels will be displayed on the UI.
Scoreboard: Scores and ranking will be displayed by flat XP (without considering XP boosts)
XP Progress Bar displaying wrong ranks fixed.
The frequency of checks for friendly marker visibility behind walls has been increased because
sometimes the friendly icon was not appearing quickly enough, leading to confusion for the user.
Map Name and Game Mode will be displayed on loading screen (top left)
GAMEPLAY
Grips & Barrels stats rework
Roulette map selection has been disabled, however, it can be enabled by server admins.
The detection radius for ‘player in combat’ has been increased from 2 meters to 6 meters. A player will now be considered in combat if an enemy is aiming at them or within a 6-meter radius around them, this was 2 meters previously.This is due to the reports that player in combat is not accurate and allowing players to spawn into insta-death
Stickiness of C4 reduced for non vehicular surfaces, however the C4 will be still sticky for vehicles.
FIXES
Unable to destroy claymores/mines/C4s/mdx and other gadgets fixed.
Player’s body teleporting into the void when player gets killed in a vehicle seat fixed.
Unable to change firemode while interacting fixed.
MAPS
Wine Paradise
• Dam objective moved closer to City to improve flow.
• Villa and Church moved closer to center to reduce travel time between objectives
• Second bases will have repair / resupply stations for ground vehicles
• Terrain Ground and cliffs textures update
District
• Added ability to cross central canals from base (Obj B/E) on low water near bridges.
• Updated old rock and cliffs to newest one.
• District – CONQ Ultra – Domain objectives A and F are now pre-captured at Round Start for better flow.
Isle – Updated old rock and cliffs to newest one.
TensaTown – USA safezone reduced on highway location.
SandySunset – CONQ – Added extra armed scout helicopters on main bases
Great update tbh, the mine bug was really infuriating.
Was the weekly challenge thing really a bug? Everyone was just calling the devs lazy lol.
Cant wait for the Operations game mode, I’ve been saying that Frontlines should just be axed and replaced with BF style Operations.