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Ragir

Update 0.4 Patch Notes

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0.4 is here! It comes with many improvements in game stability, camera movement and game balance. It also comes with heaps of new content (which is being produced with no relation to bugfixing, artists don't fix bugs!). We've been focusing on fixing the game before creating new problems, but that doesn't mean all work in all departments has to stop - don't worry, we're listening.

I'd like to reiterate what has been in the 0.4 PTE patch notes, that due to us focusing on performance and stability, some stuff is moved to 0.5. We think that this is a good decision, because there's no point in releasing more stuff when the game is still not working properly.

0.4 marks the start of our commitment to "quality over quantity" approach - we'll see how it pans out.

That all said, dig into those juicy patch notes - you might need a snack and a drink, this is a long one!

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0.4 Patch Notes

[KNOWN ISSUES]

  • Infinite loading is still happening sometimes, 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 HUD elements are not updating properly, this is because we're optimizing the HUDs,
  • Crouch weapon positions are not finalized, resulting in lasers not aligning well and other visual bugs,

[GENERAL]

  • Server browser,
  • New TDM map: Moscow Senate,
  • New weapon: DMG Nine-Milli,
  • New vehicle: Buggy,
  • New outfit: Resistance Fighter,
  • Weapon dropping and picking up is now ready for testing,
  • Chinese localization added,
  • New attachments (pistol silencer is in!),
  • Reworked ballistics system with wall penetration changes,
  • Polish commander VO,

[IMPROVEMENTS]

  • Penetration and ricochet setup for all small arms calibers and bullet types,
  • Improved (smoothed) camera movement,
  • Reload animation improvements,
  • 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,
  • Updated strikes stats in customization menu,
  • Updated stats for warheads,
  • Weapon sounds polish pass,
  • Removed waiting for players from PTE builds (will stay as it was on Live),

[GAMEPLAY]

  • Claymore mines are back,
  • TDM timers tweaks (wait times etc.),
  • Helmet balance pass,
  • Global hipfire accuracy decreased due to lower TTK,
  • Vehicle and strike limit increased,
  • Vehicle armor endurance increased,
  • 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,
  • HUD optimization,

[BUGFIXES]

  • Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts,
  • Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues),
  • Improved player count calculation serverside, should reduce problems with server overfilling and autorotation,
  • 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,
  • Fixes for strikes collisions with soldiers.
  • Server will now properly close when 0 players is left on them.
  • 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 32
  • Thanks 7
  • Sad 1

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