Jump to content
Sign in to follow this  
Ragir

PTE 0.4 Update Patch Notes

Recommended Posts

Hi there, Soldiers!

We're back at it, this time bringing you a bit more of what we want World War 3 to be when its finished. We've got a few cool features, some really annoying bug fixes and overall improvements.

Strikes got an overall boost with BP price cuts across the board and some other improvements. We've made some changes to the damage model and we're eagerly waiting for your opinions on it, overall the gunplay should feel a lot more tight and predictable, while giving the players more customizability and making armors more powerful against small arms.

We're also happy to report that Claymore mines are back, now more visible and with a small delay, so you know what hit you. There's also a hidden mechanic with them, but that's for you to find out.

There's also another big change related to gunplay - first pass of wall penetration setup. This worked since the 0.1 release, but needed some work. Now you can punch through even multiple walls if shooting big enough rounds. This is consistent with changes to armors and works based on caliber of the round and it's speed. Each punchthrough reduces the velocity and rounds can ricochet after penetration as well. This is all modelled after the research we did and using real physics simulations (altough tweaked to fit our game scales).

Due to our commitment to making the game work well before adding new content, some stuff is pushed back from 0.4 to 0.5, mainly Recon gamemode and Heli Combat Drone. We've decided (thanks to our conversations with the community) that optimization and stability are much more important. This decision was made to make sure World War 3 is working well before we push Recon out and to make sure it's ready. We hope our commitment to better quality over quantity is something that we can all agree is a good thing.

As usual, please let us know if you find any issues and keep the feedback flowing. We might not respond to every topic, but we're certainly getting all your feedback and taking it into account. Here's some bonus screenshots of the new content as well!

HighresScreenshot00017.png

    HighresScreenshot00021.png

    buggyback.jpg

    HighresScreenshot00017.png

    PTE 0.4 Patch Notes

    [KNOWN ISSUES]

    • There is no minimap on Moscow TDM map,
    • Ammo issues are still there, we're working hard on fixing them,
    • Infinite loading is also sometimes happening, this is most likely related to the ammo problem (synchronization issues). If you can reproduce this issue, send us a video recording of you doing this, it will help speed up the resolution,
    • Some weapons suffer from minor hitreg issues, this is also on the top priority list and should be fixed during the PTE testing. It happens when client-side spread is not synced with server-side spread,
    • Some HUD elements are not updating properly, this is because we're optimizing the HUDs,
    • There is some desync when sitting as a passenger in vehicles,
    • New weapon is by default without a scope - this results in negative FOV change when in ADS,
    • Weapons sometimes start shooting by themselves, just like in real life,
    • Crouch weapon positions are not finalized, resulting in lasers not aligning well,

    [GENERAL]

    • New TDM map: Moscow Senate,
    • New weapon: DMG Nine-Milli,
    • New transport vehicle: Buggy,
    • New outfit: Resistance Fighter,
    • New attachments (pistol silencer is in!),
    • Reworked ballistics system,
    • Weapon dropping and picking up is now ready for testing,

    [IMPROVEMENTS]

    • Improved camera movement,
    • Reload animation improvements,
    • Penetration and ricochet setup for all small arms calibers and bullet types,
    • Improvements to stats displayed in the customization menus,
    • Held grenade drops after death now,
    • Motion blur strength is now available as slider (0-100%),
    • New collision model in Soldier-Vehicle relation,
    • Improved roadkill mechanic: soldier is now pushed when colliding with a vehicle,
    • Anti-Tank Mine doesn't react to Mini UGV,
    • Punish doesn't work in case of roadkilling allies (this is a temporary fix for vehicle thieves),
    • Commander Voice Language can be changed in Audio Settings,
    • Falling crate with vehicle now can be marked for other teammates,
    • Weapons dropped by dead soldiers can be marked,

    [GAMEPLAY]

    • Claymore mines are back,
    • Environmental penetration and ricochet setup for all small arms calibers and bullet types. Every bullet type has its own distinct  penetration/ricochet behavioural pattern that emulates their real-life performance against different materials. Those values are still WIP,
    • Damage model pass - new damage and armor penetration values for all weapons (this is WIP, we will adjust things during PTE based on 
    • feedback): All automatic weapons set at 3 bullets-to-kill at close range with further variations based given caliber's range and AP performance,
    • Armors reworked to provide protection (that is: increases the BTK) against specific calibers: HDPE is effective against pistol rounds, Polyethylen against pistol and intermediate rounds, Ceramic against pistol, intermediate and rifle, Steel against pistol, intermediate and rifle with some protection against sniper rifle shots at longer distances,
    • Increased the damage dealt by leg/arm shots to 75% (was 50%) and hand/foot shots to 25% (was 20%) - This was done in order to make the TTK more reliable/predictable based on weapon shot and the armor used by the enemy. Those values are still WIP,
    • Weapon recoil bugfixed which resulted in minor improvements to overall weapon handling,
    • Assault Rifles had their stability reworked to promote more accurate bursts; will be observed and tweaked during the PTE
    • SMGs slightly reworked in order to adjust them to their newfound close-range effectiveness (especialy SIG was heavily re-done),
    • Screen space for weapons tweaked for the new camera system, there may be a few oddities here to be fixed in PTE and/or once the new animation system goes live, 
    • Improved Quad's speed and acceleration,
    • Improved Mini UGV + C4 combo. Now Mini UGV + 1xC4 can destroy IFV, MINI UGV + 2C4 can destroy a tank,
    • UAV FlyEye:
      • price -30% (500BP),
    • UAV Barracuda:
      • price -30% (1000BP), 
      • duration + 25%, 
      • range + 20%,
    • UAV OTV: 
      • price -10%, 
      • duration +70%,
    • JAM Reaper:
      • price -15%,
    • JAM X-47B: 
      • price 10%, 
      • range +30%,
    • Airstrike Hellfire:
      • price -15%, 
    • Airstrike Stormbreaker: 
      • price -20%,
    • Airstrike Mephisto: 
      • price -15%,
    • AA Artillery: 
      • increased damage against vehicles +25%,
      • increased dmg against infantry +30%,
      • decreased barrage duration to 10 seconds,
      • decreased spread to 15m,
      • increased price to 3200 BP
    • HE artillery:
      • increased dmg vs vehicles +30%,
      • increased dmg vs infantry +25%,
      • decreased barrage duration to 15 seconds,
      • increased max dmg radius by 30% for each shell,
    • SH artillery:
      • increased max dmg radius by 30% for each shell,
      • increased spread to 30m,
      • increased price to 3200BP,
    • CUAS Loitering Ammo:
      • price -75%,
    • CUAS Quadrocopter:
      • increased unlock value to 10 000,
      • price +40%,
    • Warheads:
      • GTB dmg vs infantry +30%,
      • GTB blast radius -13%,
      • GO1 dmg vs infantry +30%,
      • GO1 dmg vs vehicles +30%,
      • GO1 blast radius -13%,
      • GK-1 dmg vs infantry +300%,
      • GK-1 dmg vs vehicles +80%,
      • GK-1 blast radius -25%,
    • UGV Leviathan:
      • price -25%,
      • HP -10%,
      • operational range +10%,
    • UGV Battle Robot,
      • price -25%,
      • HP +30%,
      • operational range -60%,
    • MBTs:
      • stock price -12%,
    • AFVs:
      • stock price -13%,
    • IFVs:
      • stock price -29%,

    [OPTIMIZATION]

    • Instanced destructible objects,
    • Warsaw Warzone map optimization pass,
    • Berlin and Warsaw TDM maps optimization pass,
    • Continuous collision, LOD, shader and mesh optimizations across the board,

    [BUGFIXES]

    • Wall glitching should be reduced greatly,
    • Fixed flying vehicles after dismounting,
    • Fixed calculating global score for the Metagame,
    • Buying a weapon now unlocks all its default attachments,
    • Many, many smaller bugs fixed,

    [AUDIO]

    • Doppler effect for vehicles,
    • Gearbox simulation for engine sounds,
    • New hit marker sounds,
    • Fixes for destroypack sounds,
    • Gun sound positioning fixes,
    • Radio barks and request fixes,
    • TDM announcer voice,
    • Level ambient improvements,
    • Polish Commander,
    • Better explosion sounds,
    • Ambient sound fixes.
    • Like 22
    • Thanks 8
    • Haha 2
    • Confused 1

    Share this post


    Link to post
    Share on other sites
    Guest
    This topic is now closed to further replies.
    Sign in to follow this  

    ×
    ×
    • Create New...