HLL Patch 14.2 Releasing 2PM BST | 3 PM CEST

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author image by Powerbits | 0 Comments | 07/08/2023

Hey everyone,

Patch 14.2 will be going live later today at 2pm BST!

Guided by your feedback and our attempts to limit balancing issues, this patch will primarily be removing the increased player locomotion added with Update 14.

Slowed and tested in our latest PTE session, the general consensus from players was that they felt player locomotion in the PTE session was better, however, we understand that some players felt the speeds were still too fast. In order to ensure we are striking a better balance, we want to continue testing the speed and will be holding a further PTE session for the next bug-fixing patch, 14.3, on the 17th of August. In this PTE, we’ll test a slightly slower speed for players to feedback on.

If you want more control over the direction we take in the future, please join us for these PTE sessions, as this is where we will be collecting feedback!

You can find the full breakdown of the feedback results for the 14.2 PTE session in our last dev brief here.

14.2 Changelog

 

Changes
  • [Change] Reduced the player movement speed
  • [Change] Removed the “Dive to Prone” feature

 

General Bug Fixes
  • [Fixed] Throwing a grenade has a chance of not being thrown

    Thanks to logs provided by community server owners, we managed to identify instances of the grenade bug occurring as a result of the different parts of preparing and throwing a grenade (igniting, priming, and throwing) happening out-of-order on the server, even though they were happening in-order on the client. This meant that the server could refuse to throw the grenade as it was not in a valid state to be thrown, leading to the grenade bug we believe players have been seeing.

    A fix is being submitted that will make it so that if the server gets the request to throw and the grenade is not yet ignited and/or primed, those things are done there and then just before the grenade is thrown. Tested in the PTE session with great success, we’re hoping we’ve nailed this one!

  • [Fixed] Instances of Private Servers crashing

    There was an issue with how the game server handled incoming Rcon connections which meant that if there were multiple connection requests very close together, some connections would be ignored, meaning that the Rcon tool would not get a response. In addition, the port allocated for the Rcon connection on the server would not be released to be reused which would mean that the server would eventually run out of available networking resources, resulting in a server crash.

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