MrOkiDoki
• Rubberbanding causing players to teleport back and forth fixed.
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• Rubberbanding causing players to teleport back and forth fixed.
¯_(ツ)_/¯
• Map fixes and tweaks : Valley,Sandy Sunset, District , Consturction, Basra, Azagor
• Bullet drop slightly decreased to compensate the slower bullets.
Edit: This made the bullet drop same as before, just bullets are traveling slower, other wise, without changing the bullet drop, by slowing bullets, bullets would drop drastically more.
• MP7's velocity was 185 (way too low), increased to 250.
• Snipers headshots weren't 1 shot to kill fixed.
• ARs damage drop on 300 meters changed from 0.25x to 0.35x.
• ScarH - AK15 damage starts falling from 150m not 50m.
• LMG damage starts falling from 100m not 50m.
All the updates above just uploaded to Steam. You can test them.
• Backend improvements (moderator tool etc)
• Ping servers implementation wip.
• Improvement on master server's write requests while saving player's stats (instead of instant, queued and batched)
• After considering the feedback from community and videos sent to me, I do accept may have over nerfed bullet velocities, specially after I started testing them on moving targets and vidoes sent to me (both on my DMs and in server)
The goal was making it more skill involved when you want to kill someone far away. Our headshot multiplier made it worst which it was 1.9 with big headboxes.
I will be buffing weapon's velocities here until they aren't too fast as before but doesn't feel like airsoft gun as well.
• Pistols velocity changed to 300.
• Unica and Desert Eagle's velocity changed to 350.
• Mp7's and PP2000's velocities increased to 350.
• Kriss vector will stay at 300 (high firerate and alot of ammo, spray and pray)
• M4 - AK74 and other assault rifle's velocity increased slightly.
• Ak15 - ScarH - Aug - FAL velocity increased slightly.
All the changes are above just uploaded to Steam. You can download the update and test them.
Now you can see the pings to servers in those regions
• Ping servers. (The servers we are using to determine the ping and best region for player)
• Test Range updates (Day night cycle, time speed etc)
• All weapons velocity and gravity values have reverted exactly how it was.
• Headshot multiplier changed from 1.2x to
Pistols 1.2x
SMGs- LMGs - ARs - DMRs 1.5x
Snipers - 1.9x
• Tracer's scaled down and tails will be shorter.
• Unable to see US server's ping fixed.
• Server side movement improved.
•God mode claymores fixed.
• Smokes would not be rendered at some old ass weirdo GPUs fixed.
• Friendlies glowing in night map fixed.
• Unable heal from thrown medic kits fixed.
• Frontline has been disabled for now until it's more playable.
• Client will send simulated inputs to server to simulate instead of raw inputs.
• Client - Server side desync on countdown borders fixed.
• Server side movement improvement.
• Smokes colors fixed.
• Major server performance improvements.
• User inputs will be queued and simulated instead of simulating the last input always to prevent desyncs when the network between client and server throttles.
• DB backup.
• Wakistan INFCONQ - added extra base for both team for better flow on map.
• Sandy Sunset - add more cliffs on hills to force tanks fight at actual points instead of camping on the hills.
• User wouldn't able to choose region on main menu fixed.
• New database - Read only databases to share load.
• New Europe server.
• Japan servers.
• Server performance improved.
• Sometimes squad UI element on deploy screen would bug out fixed.
• M1Abrams and T90 had missing hitboxes fixed.
• Claymore no longer causes vehicles to fly into air.
• Wind Turbine's fallen mesh - colliders doesn't match fixed.
• Unable to switch weapons / bandage self bug fixed.
• A bug related to database API that would crash the master server fixed.
• Players would not able to pick magazines from ground if they were maxed out to their default spawn magazine count fixed.
Game server - master server stability improved.
Work in progress point log.
• A proper UI log added.
• Server filter wouldn't work fixed.
• Headshots would not be notified correctly fixed.
• Game will no longer auto climb into ropes while vaulting.
• Honey Badger's mixed skins fixed.
• Server bandwidth usage more optimized.
• T90's tracks were bugged fixed.
• Point log is now smaller and more towards under the screen. Also bindings will no longer overlap.
• Construction - Added more construction fences to block view from buildings.
• Azagor/Wakistan - added some little block of views stuff.
Here how big it was before.
• Sandy Sunset - v8v16v32 TDM support.
• Wakistan - added cars on main bridge.
• District adjustments
• River now is little more brighter now
• Sandy Sunset is little more brighter now.
• Bug fixes on maps.
• Fixed the issue where game servers would not able to reconnect master server when there are a lot of users playing in game servers.
• Fixed a crash issue in game server deployers.
• A bug in building LOD was causing all buildings to be rendered at highest quality even buildings far from player fixed. (This will improve GPU performance, CPU performance will be same)
• Couple more bug fixes on server deployer.
• fix of wrong colored walls LOD version
• Ability to climb more weirder places fixed. (Climbing inside containers etc)
• Heads aren't resetting after player is being revived should be fixed (Once again)
• Supplying at base would give magazines until user has 20 of them fixed.
• Player's left arm has more muscles now. They can throw grenades further away.
• Save progress update (01 1 100 / 00 10 1001)
I also don't know what he noted there, don't even ask.
• Sometimes despite friend being in combat, it wouldn't show them grayed out in the map fixed.
• While user using some gadgets, sometimes it wouldn't sync fixed.
• On death cam, the tracking of the player would be laggy fixed.
• Much better feedback of you are getting shot in vehicles.
• RPG - Tank - APC hit registration improved heavily.
(Took me 3 days all those updates above)
• APC's muzzle flashes does not spawn at long range fixed.
• Unable to give orders to flags should be fixed.
• There will be proper animation and sound when new objective has been chosen (attack/defend) on UI.
• If squad leader is in party, all party members will able to join the squad even it's locked.
• Quick match for 127vs127.
• The bug that caused the inverted controllers and unable to walk fixed.
• Ability to hear vehicle engine sounds across the map fixed.
• Construction - Rush cause to bug server fixed.
• Construction - Some stuff to block op sight of fire.
• All maps lighting slight tweak
• OilDunes rework Phase I - Planning and terrain.
• Quick match will no longer try to join full servers.
• AsVal's misaligned bullet shell exit point fixed.
• District - fixed issue that cause to teleport player from bunker to above surface.
• Salhan - river at side from city is now more deeper.
• Capsule and sphere ruck collider adjusted.
• Cache database server work in progress. (A custom small memory database for frequently updated values such as game servers, people playing in game servers etc) (Redis is nice but too much and NoSQL which is disgusting)
• New logs database.
• Cache servers core finished.
• Logs server finished.
• Master server, player communication socket performance improved.
• Master server connection heavily optimized.
• Master server socket stability improved between game server deployers, game servers and mod clients.
• Fixed a rare bug in game server to master server connection.
• Discord server finished (1st of 7) - The server responsible of syncing users from discord to in game, roles etc.
• Control server finished (2nd of 7) - The server responsible of providing data about playtest to master server, when should start, when should end, the whitelisted SteamIDs, deployer's game version etc.
• Logs server finished (3rd of 7) - The server responsible of holding logs and sending them to database on background (logs of game errors, map statistics - heat data etc)
• Game server data finished (4rd of 7) - The server responsible of holding data about game server's state (current player count, max player count, map name, game mode ...) and responsible of tracking which player is at what server playing momentarily etc.
Now I have to write the rest 3 servers
5th -> Player / clan / bans data server - The server responsible of holding about player's stats, their clan, their bans/timeouts and clans data and syncing with database.
6th -> Player reports/warns/anti cheat flags. The server responsible of holding data about the anti cheat flags, the warnings that users got from moderators, the reports the user got from users etc and syncing with database.
7th -> Leaderboard server - The server responsible of sorting players by their best stats, top 100 XXX players etc. (This won't be implemented for now as I don't have time yet)
• Clans server finished.
• Clans server - master server implementation.
• Server for player stats (read/write) finished and implemented to master server.
• Game server - master server, saving stats implemented.
Life cycle of saving stats.
Only report/warn server is left. (The server that is responsible of storing data for reports-talking with database). After that, I will start fixing bugs on #969496120478818334 and we need to change all that stuff until Saturday's playtest as so many new stuff, not tested at all.
• CONQ layout for new map.
• Basra/Wakistan/Sandy Sunset/Eduardovo/Valley CONQ - more light combat and civilian vehicles was added.
• Reports server finished and implemented to master server.
• Added settings to adjust opacity of non target / objective flags to gameplay settings.
• Night vision's flashbang effect removed and it will be auto enabled in night maps if user has enabled it once.
• User will be notified if their steam friend, party friend or clan friend has joined their server.
• Server scheduler will consider all game servers empty slots before deciding to open new server instead of only checking the 127vs127 servers.
• Healing players will be rewarded as 400 points instead of 100 points and will be slightly faster.
• Sandbag_A and Sandbag_B's colliders are little bit more smaller now to make it more accurate.
• Collider clip detection improved.
• There will be a clear 'red' outline on flags in the map view when the flag is under attack and you are not allowed to spawn on it.
• Gun game fixed (It was crashing the server)
• Server statistics heat map position was not clamped in map boundaries causing exceptions in case of a player standing on edge of the map fixed.
• All cache servers update and one bug fix on log server.
• If user plants the bomb on Rush and leaves the game before bomb explodes, when bomb explodes, server tries to reward a disconnected user which isn't in the game and bugs out fixed.
• Rush gamemode, some server side bug fixes (#developers-todo)
• Namak will be listed more frequently on the vote screen than before
• Client side extrapolation clamped slightly.
• New map hotfix of few spawns.
• Skin permissions fixed. (I have no idea how I broke it)
• Server heat data would not upload fixed. (Backend)
• New map Frugis bug fixes
• Queue times improved.
• Queue times weren't fixed, it was still slow, now it's fixed!
• Loadout screen cleanup.
• Major Armor - Customization Update
• P90 added.
• Fixed issue with a USA Snipers that had only one magazine.
• Armor names and tweaks
• Armor hitbox now located at armor plates instead of covering whole body.
• Share loadout option added (Default is true). (User's both USA and RU side loadouts will be shared instead of unique loadout per team) (Can be disabled from Gameplay/ShareLoadout -> false)
• Loadout screen, required rank to unlock and weapon name will no longer overlap (text).
• Loadout screen the +- weapon stats colors bug fixed.
• P90's bullet casing point fixed.
• P90's category fixed (Personal Defense Weapon)
• Map view, flag UI will no longer have hover UI element when it's not selectable (it was confusing)
• Two more Camo for Urban area
• Armors balance rework.
• Next to armors, their rank requirements will be shown.
• New sniper rifle - MSR added.
• The UI bug that showed wrong values for armor HPs fixed.
• Matchmaking fixed (The fix will be available on next patch)
• New account screen 'before' - 'after' fixed.
• Few bug fixes.
• Frugis metro objective spawn camping of russian spawn is fixed - thanks to Klean stream for spotting it.
• Inability to throw smoke grenades under ground while crouching fixed.
• Underhand grenade throwing added.
• CPU side - rendering optimization.
• Muzzle flashes optimized. (When everyone fires at same time, it was reducing FPS slightly)
• Customization screen, UI text that shows the stats for armor, the text 'HP' changed to 'Durability' as it confuses. (Armors have their own HP and their own hitbox, players HP is always 100, if you hit armor, armor's HP reduced, if you hit body, armor doesn't get affected).
• MSR's under rail scale fixed. (Bipod etc)
• 6x 8x 15x 20x 40x pixelated scope fixed.
• RPG environmental damage radius (only buildings) reduced from 4 meters to 2 meters. (It's satisfying to destroy walls with RPG however we need buildings lasting a little bit longer)
Before - After
• Fragmentation RPG buff. (It will not kill still unless direct shot but will deal great damage and bleed everyone)
• Holding bandage button will continue bandaging until user stops holding '3' or there is no one to bandage or user don't have more bandages.
• Internal backend monitoring tools.
Valley - side flank got some new cover.
Salhan - replaced middle building to new one with non destroyable first floor to see how it will affect gameplay at end of the round when whole city is ruined
New Weapons;
• PP19
• SVD
• Rem 700
• SG550
• OS-14-GROZA
• HK419
• TRI4X32 Reticle changed.
TRI4x32 with HK419 + Suppressor
Riotshields added!
• Some objects wouldn't render until player moves away from them on spawn fixed.
• New discord bot.
• A bug fix related to rendering, rarely multithreaded rendering pipeline would stop due to unsafe collection modified without locks.
• If user would attempt to join a server just after it shutdowns, they would stuck on 'Reserving ticket' infinitely until game is restarted fixed.
• The down bodies will be dragged from their chest, not from their limbs anymore to make the dragging a bit more consistent.
• When player is down, capturing flag UI will not be displayed. (You weren't capturing the flag while you are down but it would show like you were, so now it's fixed)
• Bug fixes
• Riot shields were causing server to crash fixed.
• Unswitching riot shields wouldn't be synced with server side and apply kick to user when user fires or being fired at fixed.
Helicopters work in progress.
Demo helicopter controller, if you want to try your self.
Update on controller 👀
Due to 100mb limit, had to upload to youtube.
https://www.youtube.com/watch?v=Fm2dqv-n204
• Integrate of OilDunes rework (CONQ 32vs32 only for now) (INF CONQ 32v32,64v64,127v127 support)
• Helicopter wip.
• Basra - ship got extra covers inside.
Now first floor of ship at Basra got solid non destroyable walls that will help you push enemy forward without worry to much about other angles.
You can fully change those keybindings, axises, assign to controllers etc.
0 votes and 0 comments so far on Reddit
• Backend servers will now batch database request to single request to lower the amount of used connections.
Oil Dunes rework
The Oil Dunes has been reworked, its still in development but middle area of map is ready for Infantry Conquest experience at next playtest!.
You can see a layout for 127v127 INF CONQ at first photo.
Available gamemodes:
INF CONQ 32v32,64v64,127v127
CONQ 32v32
For now map does not support a Conquest 64v64 and 127v127, it will come in future updates with shaped gameplay around big tanks battles and alot bigger play area..
Flags placement here is non Linear biased yet for peoples who bored from Lineliar biased map and want more opportunity and freedom in walking direction. ```
``` You can find several huge structures on map, destroying those structures will cause to fall them and give you even more cover in direction of fall. ```
• Backend request optimizations (slightly)
• Riot shield will have edges to cover to player slightly more.
• Draw speeds on loadout UI - attachments fixed.
• OilDunes and Frugis spawns bug fix
• Map bugfixes : Sandy Susnet, OilDunes, Basra , Eduardovo
• Clicking left mouse button throws C4 during squad menu fixed.
• Throwing / triggering C4 is much faster.
• Steam API servers - database - game server implementation (the ones I wrote after playtest to fix the issue)
• Fixed a memory leak on all server backends (On sockets)
• Connection distribution for backend requests improved and batching improved.
Hit ~450,000 requests/second from one backend server with this update.
• Shining armor material in night maps fixed.
Map changelogs:
• Lonovo - Garages area at [E] got one non destroyable building at middle to provide more cover at situations when whole garage area is ruined.
• Valley - A little bit more cover at cross between [C] and [B] on INFCONQ for break up sight of fire.
• OilDunes - little bit more cover on some places and bug fixes.
• Basra - objectives [A] (Radar) and E got more cover and buildings around at CONQ Ultra
• Improved batching on Steam API.
Order goes like this;
• User connects to master server
• Master server sends a request to our backend server says 'Ensure this user's details are downloaded'.
• If user's data isn't cached or cached data is timed out (3 days), backend collects requests (up to 100 users - limit of SteamAPI) or max 5 seconds.
• Backend downloads 100 users or X users that was collected in 5 seconds at once from SteamAPI and caches on memory. (The limit is number of requests, not number of users, the more users requested at once, the better it is)
After user wants to join a game server;
• User requests game server to connect.
• Game server requests stats from master server.
• Master server requests;
Because we requested the user's data much before and now it's ready in memory, as soon as game server asks, it's ready to use, not need to contact SteamAPI to get it again.
• New shader for friendly icons.
Icons are optimized to save space from screen as much as possible while it still provides you where your teammates are.
Far players pretty much couple of pixel but still enough to give you information it's an ally not enemy.
• Server would auto create squad for new connecting users on Free For All and Free For All Gun Game fixed.
• On scoreboard and squad view panel, non clan squads would be displayed as clan squad if squad's owner is in a clan fixed.
• Player unable to bandage them self in gun game and free for all fixed.
• Unable to swim on water bug fixed.
• Ability to put rally points under water fixed.
• Matchmaking speed improved.
• M320 smoke grenade launcher - work in progress (won't be available in today's playtest)
Map fixes:
• Oil Dunes INF CONQ v32 - borders was added.
• Frugis Gungame v32 - was setuped by mistake.
Map fixes:
• Oil Dunes CONQ v32 - tanks was spawning at wrong places.
Map fixes:
• Sandy Sunset - Tower was not falling fixed.
• Frugis - because of bug on spawn system that do spawn peoples at single point instead of spread players across spawn Frugis will do now have two spawns to select - Above and Below ground.
• Social panel would refresh all friend's state each 5 second, and each person's update would block the thread for requesting their stats from running Steam Client and would cause a slight freeze (not noticeable much) fixed.
• Float pointing error would cause Social tab to be enabled - disabled - enabled - disabled in a loop and cause freeze to player fixed.
• Ping icons are changed.
• The core system for gadget skins implemented.
• Threshold to assign a binding in keybinding setting increased because some people have really broken - old controllers that has noise on it.
• A bug during serializing user stats fixed. (The packayanny#5298's case)
• Much more directional audio in general (shot sounds, vehicles, footsteps)
• Full servers will have red background on player count text to indicate it's full.
• While player is waiting in queue to join server, the waiting screen text changed to remove the confusion.
• Some patreon content.
• Medickit drawing speed 2x times faster.
• On wide aspect ratios, loadout screen background wouldn't fit fixed.
• Added option to change the distance of friendly outline shader.
• Attachments will be sorted by their kill requirement.
• While bandaging your self, others, and while getting healed, a progress bar will be displayed.
• When player is revived, for a brief moment, their HP will be displayed as a bar on center screen to indicate, they are low HP and should wait for a medic instead of start running.
• Major change in infantry conquest gamemode.
From this point, infantry conquest and conquest are same map size, however, infantry conquest does not have Helis-Apcs-Tanks.
The smaller map - no vehicles mode is now called 'Domination'.
• Gun game, the required kills will be displayed to step to next weapon on UI.
• Map Valley - CONQ, INFCONQ, DOM layouts overhaul
Since we added a Domination gamemode, players will do have more options in gamemodes they do prefer to play.
Keep in mind that its in a early stage of development, so most of maps on INF CONQ will be just a copy of CONQ but without tanks.
Im need some time to research,explore new ways and adapt INF CONQ to make its feels like CONQ, but make it play comfortable for INF CONQ experience.
Infantry Conquest changes
INF CONQ [*infantry conquest*] now is like CONQ[* conquest*] but without heavy vehicles (Tanks,APC,Helicopters). Also INF CONQ will do use 75% of CONQ playable area and flags distance will be shorter to make sure it wont turn in tho long boring running simulator.
Also first objectives near main bases is already captured, so players can spawn more close to center of map instead do run a 400 meters sprint until first fight.
So in total: medium density of player, medium/short distance between objectives and normal amount of objectives.
Domination changes
This gamemode will do use 50% area of CONQ, mean that player density here is 4x time bigger that on CONQ and 2x time bigger that on INF CONQ.
So peoples who do enjoy epic meat grinder and pure chaos will be able to stick with that gamemode.
Also due extreme player density on small 16v16 and medium 32v32 gamemodes sometime you wont be able to spawn at objectives.
So in total: extreme density of player, medium/short distance between objectives and low amount of objectives.
** Conquest changes**
CONQ [*conquest*] will remain same as before for last few years. Huge play area, big amount of objectives and long distance between objectives. Heavy vehicles and helicopters available.
So in total: extreme low/medium density of player, medium/long distance between objectives and medium/big amount of objectives.
Do not forgot to share your feedback or report bugs about maps/layouts in #1019642813576646767
• Map Eduardovo - CONQ, INFCONQ, DOM layouts overhaul
• Map OilDunes - INFCONQ layouts addaptation
• Map Azagor - INFCONQ repair missing links to prefabs
• Map Sandy Sunset - INFCONQ layouts adaptation.
• Magazines will be sorted from lowest to highest on UI.
• Ability to combine magazines added. Alt + R will be default key however you can assign another key as well as I am not sure what key else would be best.
---- Restrictions ----
Each combine, chooses 2 lowest mag and combine them to 1.
• Map CONSTRUCTION - INFCONQ repair missing links to prefabs
• Map Wakistan - INFCONQ layouts adaptation.
• Map River - INFCONQ layouts adaptation.
• Map Lonovo - INFCONQ repair missing links to prefabs
• Map Frugis - INFCONQ repair missing links to prefabs
• Map DustyDew - INFCONQ repair missing links to prefabs
• Map Basra - INFCONQ repair missing links to prefabs
• Combining magazines are done - networked - UI improved.
I decided to not use ALT + R because ALT key has issue with Unity where it stucks while doing alt tab and causes game to think player is still holding ALT until they alt tab again.
The default key is 'P', couldn't find something better, change your self from settings if you have better keybinding.
• Infected gamemode wip.
• Steam API endpoints fixed.
After contacting to Steam, it seems there are 2 API calls that one is for partners and one for non partners. Partners use different key/endpoint and has unlimited calls.
• Experimental optimization.
• Map Valley - fixed INFCONQ B cover issues.
• Improved shading of all LOD3 trees.
• Namak INF CONQ was spawn players underground fixed.
• Namak - since we do now have 3 different gamemodes with different density of players, Namak is available on 127v127 Domination gamemode for those who like being in the hell and experience extreme chaos around!
• InfConq would not spawn vehicles on base fixed.
• Rain performance improved.
• Underground detection improved.
• Added limit how fast you can switch sights (4 times per sec max)
• Death screen, -1 text animation was bugged fixed.
• Further optimization for a lot of players in one area.
• After using flir scope, until player respawns, framerate would drop fixed.
• Unable to unselect points on map fixed.
Two new uniforms for patreon:
• RUS_NU_Uniform_Uni_03_Patreon - solid gorka camo
• USA_NU_Uniform_Uni_03_Patreon - dark shirt with camo pants
• M320 smoke grenade launchers networked and finished. (Available for Assault and medic class)
• Some bugs fixs on uniforms
• M320 smoke grenade launcher smoke size increased.
• M320, pressing left mouse button also reloads if you have already fired.
• Patreon skin fix.
• Small - a brief explanation of gamemodes added to vote screen.
• Small optimization on network package serialization.
• Any object that is on the corner of the map would cause server statistics to throw some errors fixed.
• Map Eduardovo: fixed a issue when tank was spawning on this layout.
• Map Valley : Frontline v2.0 makeup of objectives and layers.
• Social menu was bugging and causing performance losses fixed.
• Armors shadows fixed.
• Experimental optimization.
• Squad point income for defending flags increased from 5 points to 50 points.
• Further experimental optimization.
• Kill sound volume in settings wouldn't affect volume fixed.
• USV2_Sniper_All_Armor_00_A_R typo on UI display name fixed.
Server browser;
• Except 254 player servers, full servers wouldn't have red background to indicate it's full fixed.
• Full server's red background image wouldn't be clipped during scrolling fixed.
• Low LOD trees on DustyDew fixed.
• Disappearing blocks/hesco on low settings fixed.
• Tank spotter would not render ally players and vehicles fixed.
• Domination would not have countdown borders fixed.
•Flags UI update for better contrast and visibility.
• HK416 night vision aim down fixed.
• Inconsistent chat size fixed.
• Disable old gamemode Frontline on all maps resources.
• Bug fixes on maps
• Valley image of top-down map view update.
• Frontline (gamemode) polishing and preparing for public testing.
• Sandy Sunset Frontline Ultra was added
• Wakistan Frontline Ultra was added
• Frontline gamemode further polishing.
• Frugis Frontline Big was added
• Valley map: added more cover around Frontline objectives
• Salhan and Azagor - added Frontline medium 32v32
• Frontline Adjustments
• Map SandySunest,Valley,Wakistan Frontline adjustments.;
• Map Eduardovo - Frontline ultra added;
• Map Salhan - adjust of point C to avoid spawn killing.
• Bug Report from Zenith#7130 = Wrong stats on some backpacks;
•Map Salhan - Objective B has been redesigned into a secured commercial TV centre. The building itself is virtually indestructible, making for good melee combat inside the building.
• Further CPU optimization.
• Map Frugis: Added sings inside metro that will lead you to exit.
• Map Frugis: Two buildings at middle of map was replaced to filled one where are player wont be able to enter inside. Change should impact on decreasing areas to scan for enemy.
B - you can enter inside this building ```
• Game will no longer ask for your region on first time opened (Preferred region is determined by latencies to each server in other regions, can be changed manually still but doesn't affect anything from user side since choosing a region does not restrict joining servers in other regions)
• Connecting to master server text will be disabled if user's account is new to prevent getting confused.
• Bullet Impact Particles optimized
• Metal particle sparks reduced
• When server rules are rejected, the page doesn't tell you that you have rejected the server rules. Added a title says 'you rejected the server rules'.
(I don't know how drunk some people are but they reject the server rules and ask why I can't type in chat later on)
The Title (You rejected server the server rules;) wasn't exist before.
• Possible fix of unable to fire or ads sometimes.
• Touching rope while swimming will no longer let player to shoot on water.
• If an ally player gets into spotted enemy vehicle, spot mark will be disabled.
• High latency players vote gamemode later than rest of the players and cause gamemode to change after it's decided fixed.
• Pickaxes - Sledgehammers no longer can kill players inside vehicle (passing through vehicle armor).
• UI bug related to full servers on server browser fixed.
• While using Night Goggles, if user is aiming and has a sight that can't be used with night goggles, it will be displayed on top to indicate it's intended so I have bit more sanity in discord.
• HK mags missing fixed.
• Armor US/RU V2_Medic_All_Backpack_02_B_N was named 'B' in UI fixed.
• Sandy Sunset map - Frontline Big(64 vs 64) and medium (32 v 32) was added.
• Valley map :
• Frugis map: ~20 of buildings was closed. should improve little bit performance and reduce amount of windows to scan.
• New gamemode - Cash Run implemented. (Titanfall 2 has similar gamemode)
• CashRun added to Eduardovo,SandySunset,Frugis,Construction.
• CashRun gamemode added to map Salhan
• CashRun gamemode added to Lonovo
• CashRun gamemode support for small servers (16v16) on maps Construction,Eduardovo,Frugis,Salhan,Sandy Sunset, Lonovo
• CashRun adjustments on maps
• Cashrun added to River and District
• Cash Run adjustments.
• Honey badger default mag capacity changed to 24 from 20 rounds. (Slower reload compared to AsVal)
• Basra map: frontline gamemode was reworked.
• Consturction map: Rush 64v64 was removed.
---- Voxel Fortify game mode ----
• Lighting improved.
• Heavy FPS drops while looking at blocks fixed.
• Voxel Chunk generation optimized.
• Voxel Particle system optimized.
• Improved UI when game starts.
• Explosions now actually damage the voxel blocks.
• Now mines can be used as traps.
• Players no longer can place blocks in bases.
• Bipods now work on voxel blocks.
• Sniper glints will no longer pass through voxel blocks.
• Map now has prebuild structures.
• Players no longer can stand up while there is block above them.
--- New voxel engine ---
• Multiple block support.
• Faster chunk generation.
• Chunks will generate mesh based on neighbor chunks.
• Optimized voxel collider scene.
• Faster level loading times.
• Client lag compensation while placing blocks.
• Now players can place rally points on top of voxel blocks.
• Smoke grenades will detect voxel blocks now.
• Explosions will no longer damage through voxel blocks.
• Range finder now works on voxel blocks.
• MDX201's glint will no longer pass through voxel blocks.
• Tank Turret's range finder will now work on voxel blocks.
• Game will no longer accept place/break inputs while menu's are open.
Because physics is not based on voxels, and we are using a lot of physic components that doesn't made for voxels, can't use standard voxel physics, it's possible to create hybrid however Unity engine is not open source and would have to reimplement entire physics library from start which never would be optimized as Unity's PhysX implementation, would be a lot of rework of all current implementation which is not necessary.
Current each voxels are presented as a Cube Collider, however, the larger the scene, the more cube collider is needed to present the scene. As it's a shooter game, colliders has to be exist all scene instead of around player only.
To optimize the physics process, had to create a system where given voxel points are batched and placed cube colliders that still presents the shape however uses much less colliders.
In video, there are ~700 blocks, however there are around ~20 box collider. In previous technique, there would be same amount of box collider as voxels which does not scale well on larger scenes.
• Added Async downloading for voxel levels.
• New gamemode - Voxel Trench
• Flashbangs no longer affective through voxel blocks.
• Friendlies under fire system will consider voxel blocks as cover.
• Collision detection for players who stuck inside voxels.
• Voxel engine memory usage should be better (experimental)
• Chunk network compression.
• Full rework of backend servers (Last week).
• Cloudflare implementation (Last week).
• Public - Stateless Client REST API (Last week)
• Custom Websocket implementation for Cloudflare traffic (Last 4 days)
• Game server deployer rework (work in progress) (Had some minor bugs, I already had to rework)
• Firewall for game servers (work in progress)
• Public - Stateless WebSocket Server for deployers & game servers. (work in progress).
• Bug fixes.
• Cash Run added to OilDunes
• Wine Paradise Rework [Alpha version available]. Support gamemodes (TDM 8v8,16v16,32v32), Domination (16v16,32v32,64v64), CashRun (16v16,32v32);
• Wakistan - added brand new layout for CONQ and CONQINF Medium on other side of river. Due bridges will hurt mobility of vehicles on small servers, i decide to make separate special layout on other side of map.
• Wakistan - middle bunker at isle got more cover at objective.
• Wakistan - added more fallen trees at forest and roots to provide more cover in forest.
• Quick match improved.
• Custom HTTP server (Old library caused some issues during playtest, had to manually restart frequently for 6 hours so playtest could have continued)
• Patreon bot's access token was expired, refreshed.
• Bug fix of broken layouts on District.
• Armor and Helmet without protection run speed reduced from [1.1] to [1.0] to avoid super fast players. but chest without armor protection will increase your aim speed from [1.1] to [1.2];
• CashRun 127v127 and 64v64 was disabled from the game.
• When main controller server is updated, will no longer accept deployer connections until last state is read from database. (The bug that caused servers to shutdown during playtest)
• Backend - failover servers added.
• Gun game - night from votes disabled (Weapons have scopes that does not work with night vision)
• Fixed a critical issue on demand game server API request.
While backend servers are being updated to new version, sticky sessions (load balancer) would force a session to particular server instance and meanwhile server is updating, because of no responses, player would queue more than +2 game server demand which server would rate limit and don't respond to it and cause client to think server is down and request same thing over again and server deny due to rate limit enforcement and cause unable to load anything.
• Basra borders bug fix
• Added: Persistent token generation (backend - sessions) to avoid sticky sessions.
• Map Frugis: Metro get more cover and some little flanks at very narrow spots. BTW If you want to experience a underground close combat fight only search for Frugis Domination 32v32 servers.
• Bug fixes on maps.
• Backend HTTP server bug fixes.
• Quick matching will ask user if they would like to join a server with different server size on their region if they reject joining a server in another region with their preferred server size.
• TDM layouts for 32v32 was disabled due players had problems at finding enemy. CashRun will suit better for this size of map and player amount.
• Quick match would skip some servers fixed (Despite your region has the server that you wanted to join, it would say, it's unavailable yet).
• Map bug fixes.
• Some Engineer armor without protection fix.
• Santa Hat
• Cloudflare configuration changes.
• In game API requests timeout set to 5 seconds from 60 seconds.
• Pines model update for new map.
• Trees LOD3 UV adjustments
• More CPU optimization so game can run on Nokia 3310. (I was bothered by tree lods, while fixing, optimized CPU usage while rendering trees & lods)
• Major server scaling/descaling system change.
---- Previous technique ----
Servers would start with a certain player size & map, and later on, at each end of the round, based on the number of players in the servers, it would either scale up or down to a bigger/smaller map & game mode.
This worked great to keep the server interesting and have something to play, however it introduced new problems.
---- New technique ----
Servers will start at a fixed server size, and will never scale up or down. End of the round, if the server is dying, the server will transfer its players to another server with the same server size and region.
Downsides;
• Because servers are now fixed to size, we will no longer see 8v8 or 16vs16 unless we intentionally host one.
The previous technique is still reserved for community servers, it's not removed but it's well understood that it does not reserve the player's original server size intention which hurts the player experience.
Working on super secret content, but here's a first spoiler 👀
• Steam friends and party members will have different color on map, different icon and color on UI.
Here is the settings for it, please change it to your liking.
• Players will no longer able to vault through small windows that doesn't make sense. (hopefully)
• Rally points will be deployed as full hp. (Many people just deploy them and not built and realize they can't spawn on them yet and never use again)
• If user is using win11 and if somehow game is not allowed to access %appdata%, the game no longer breaks.
• Update of 2D maps for both ingame and Discord forum.
Now you can examine both 2d map and satellite images of maps in #1019642813576646767 and download those in full resolution quality.
• Frugis: added service tunnel under metro tunnel to spread players at metro combat.
• Cloudflare config changes.
• Some Rush objectives would have no deploy points assigned and if user would spawn on them (defenders, start of the round), server would throw exception and kick the players who attempted to spawn on it.
• The title 'Voice chat' from 'Gameplay' settings removed since it was moved to Audio settings long before.
• Brightness settings will no longer apply on night maps.
• Underhand throw icon will be shown immediately as soon as player starts throwing the grenade instead of it's being shown when it's throw ready(animation finished) because most people throw it immediately and don't see the 'underhand' throw icon and not know it even exists.
• Added ability to sort servers by gamemode
• Search bar on server browser is now functional
• Game freezing on main menu bug fixed. Thanks to Sloppi_Pappi#7243 for being an experiment subject.
• Extremely rare bug fixed. If user would have never spawned yet and gets damage on same frame when player spawns (via network latency likely or batching), game would bug out.
• Rare bug fix, custom rendering pipeline would try to do frustum call before camera setup and would throw exception and possibly break rendering.
• Replaced in game web requests with much more stable API.
• Fixed a rare bug where if user's token would expire and user would have sent a request with old token, client would loop asking for token with old request and stuck.
• Fixed a case if user can't download language files for some reason, game do not freeze on intro and main menu.
• Shooting range, added a screen says gadgets aren't working so it's no longer being asked in discord.
• When suddenly a lot users joins to server, server wouldn't able to pull user's username should be fixed.
• While user is loading DDLs on startup, it will indicate it's loading and it will not stop main thread too long to make windows think it's stopped responding and make people think game crashes on startup.
• Weapons: Armor damage removed - armor damage will be based on normal damage. (3 years ago, armor and body damage was intended to be seperate however later on it was removed and armor damage was only reserved for rally points, MDX, drones etc however never been removed from UI and left over there.)
• Anti Vehicle mines will no longer triggered by players.
• Land mines wouldn't be triggered by vehicles fixed.
Rework of sea vehicle physics.
• New sea vehicle physics. (still requires some polishing but mainly done)
• RHIB work in progress.
• Sniper sway (holding breath stuff) will no longer apply while using bipod.
• Player will no longer automatically start climbing on ropes while aiming down and touching the ground. (You have to jump into it to start climbing)
• PWC's speed 20% increased.
• Batched chunks would not render as LOD 0 if user has FOV of 120 + lowest LOD settings fixed.
• When party leader queues up for quick match, it will look for a server that has enough empty slots for it's party size.
• Minor bug fixes on maps.
• PWC (JetSki)'s speed increased slightly.
• RHIB's added. (Only Basra - Conquest has it for now)
• Added RHIB to other maps that feature water.
• Minor bug fixes on maps
• Salhan - factory area reworked.
• Minor maps bug fixes
Factory area at Salhan was reworked. Its now does contain a huge wall to divide City/Canals and Factory area. Its mean that while you fighting at factory area, enemy from city area wont be able to snipe you very well. Also factory area will do have few tunnels under road that will let you cross dangerous street below the road.
So now each zone of map will feature primary combat range.
Bridge area and North outskirts - Long and Medium range combat.
Factory area - Medium distance combat.
City - Medium and Short distance of combat.
You can find up to date top-down image of map by follow the link : #1019646202100318248 message
• While healing, network compensation will be higher for bad / unstable connections.
• Players will no longer able to clip grenades through wall during throwing.
• Server descriptions are back.
• Construction - add a underground parking that will let you cross middle of map underground. (WIP)
• Construction - few building at middle was placed to reduce amount of windows + connect thos building by underground parking.
• Minor map bug fixes
• Boats speeds increased once again.
• Added some randomness on boat floating physics.
• Clan XP contributions are fixed.
• Clan XPs are now 64bit (it was 32bit before)
• Unable to climb ropes in water fixed.
• Party system (when joined to server) should be fixed.
• Chunk LODs 0 adjustment.
• Domination is back to vote screen.
• Claymore - MDX LOD position would not sync when user joins to playing server fixed.
• Claymore line - player detection improved.
• Possible fix of map icons displayed at wrong position until user zooms in/out.
• M249's scope moved closer to player's camera.
• Air drops can be called in doors now. (It will fall onto roof or above anything above you)
• Player will no longer stay as leaning right when they leave vehicle if they are using toggle lean and interacted with on/off engine.
• Minor maps bug fixes
• USA Patreon camo adjustments
• Player - Vehicle pushing physics improved.
• Server side tree physics would stop working after a while fixed.
• Tree chunk LODs adjusted.
• Wine Paradise Rework - Map get little expansion to make it available to play on 32v32 CONQ and INF CONQ gamemodes. In future there will be separate expansion for make support of 64v64 and 128v128 gamemodes.
• Sandy Sunset - minor bug fixes, added more cliifs as cover on hills to let you move more safe from sniper fire. Sewer tube is now available on RU side too.
• Prestige up now works (isn't live yet fully)
• When user switches to day map from night map with night vision on, on day map, the laser's night line would stay visible fixed.
• Sandy Sunset:
• Minor maps bug fixes.
• Added EXIT signs to Basra bunker and Frugis subway system.
• Helicopters networking finished.
• Helicopters engine sound & networking finished.
• Helicopter driver HUD work in progress.
• Make support of Domination gamemode for new map "Isle" on all sizes.
• Sandy Sunset map Frontline borders fixed.
• Azagor,River,Salhan maps got support of frontline gamemode.
• Helicopter's blade would damage if player hits to walls and eventually destroys.
• Weapon's suppressors would not sync over network fixed.
• Vehicle windows wip.
• Tail Rotor break physics (wip)
If you manage to hit the tail. (It's harder than it looks from the video)
• Contrast post processing added (Can be disabled from video settings)
• Contrast settings changed from toggle to slider (user can change from 0% to 100%).
• All community made language files updated.
• Rock_01_Desert colliders fix.
• Rock_01_Gray colliders fix.
• Main menu player attempts join a server while joining another server would throw exceptions fixed.
• Claymore's hitbox size increased to make it easier to shoot at them.
I know, helis not ready for this week, need to fix some regular bugs before the playtest, I already worked on them entire week.
• Language file, 1437 'Cash Pickup' spacing fixed.
• Usernames and Clan Tags will have space in between.
• While reviving players, the revive position will be ensured it's in map borders.
• Volume conversation fixed. [AudioSettings] (Linear to dB) -> 20 * log10(linearVolume);
• Range finder would not be visible while night goggles are equipped fixed.
• Range finder font changed - font resolution increased.
• map Basra/Sandy Sunset - Frontline - Extra spawn points on latest objectives to reduce run time.
• map Valley - Frontline - rework of Frontlien layout to make more steps and reduce time of run and amount of objectives to control.
Honey Badger! Rebaggered! 
(Texture soonTM)
@manic escarp, looks a lot better 🔥.
its 2k less Tris 🔥
I am sure you can do less than 0.5k triss, I don't doubt your 3d modelling skills.
same bro, might find a better modeller some day
wip
Helicopter Repelling wip.
Helicopter - miniguns wip
• Miniguns fully finished - networked
• Added an option to switch cameras for helicopter driver so they can observe below the helicopter.
• Vehicles now can leave the map borders however players aren't allowed to leave the vehicle & vehicle will have 10 seconds to return to inside map borders. (Had to change this because of helicopters unintentionally may leave the border, they should not collide with an invisible wall/border).
• Helicopters will be have 30 seconds instead of 10 seconds when they leave the map borders to return.
•KA60 added.
• Added helicopters to following maps on CONQUEST gamemode only 64v64 and 127v127 server size.
• Isle , MultuIslands , Basra , Eduardovo, SandySunset, Valley.
you can gain more information about new map "Isle" in a link below in our map forum: https://discord.com/channels/303681520202285057/1068675473669881866
#1019642813576646767
Valley,Sandy Sunset, Basra got update of description and some starter tips and tricks that may help begin players build first tactics.
• Tank's HE velocity decreased.
• Tanks will start with 14 AP - 14 HE.
• Climbing animation fixed.
• Snow particles are much more stable now.
2x E flags fix on Isle map.
• Possible fix of helicopters crashing servers.
• Helicopters;
• Miniguns damage increased from 10 to 15.
• Miniguns velocity increased from 600m/s to 800m/s
• Helicopters camera moved closer to window so it's easier to see when helicopter is being tilted.
Before - After
• Map bug fixes.
• Added a repair station near landing pads on main bases, so helicopters can be repaired.
• Tanks main gun elevation degree changed from 40 to 20 degrees.
*max degree
• Helicopters will explode faster when they fall submerged into water.
• Helicopters would move / roll when they spawned fixed.
• Inconsistent helicopter & environment impact damage fixed
• Added ability to invert helicopter controllers by a toggle.
• Added ability to zoom in Minigun.
• Holding right will keep the minigun spinning.
• Helicopter's shadows wouldn't be visible if player is looking away from the helicopter fixed.
• Water update.
• Players will see an icon when repelling rope is being released to indicate it's ready.
• Blackhawk - KA60 miniguns horizontal angle limits increased.
• Snow wont slow down too much player.
• Adjustment of water depth to indicate where are you safe to drive vehicle
•Holding right click will enable free look while piloting helicopter.
• Server name hashing changed to avoid collision.
• User will no longer receive hitmaker for low hp vehicles getting damage over time.
• Snappy voip fixed for fast moving vehicles.
• Deployables will no longer allowed to be used in main safe zones. (To avoid players building hesco walls on vehicle spawns, calling ammo supply on base etc)
• Player would automatically leave repelling rope as soon as they leave vehicle on air randomly fixed.
• Helicopter would receive 4-6x damage from RPGs fixed.
• Miniguns on helicopter will be more accurate.
• Helicopter network stream rate LODs fixed.
• APC should no longer twist/turn when shot by an RPG / Tank.
• When helicopter crashes to ground, players will be forced to leave the helicopter as it's about to explode.
• Map bug fixes.
• Water lower SPEC
• Water is no longer bullet proof, players inside water can be damaged/killed.
• Added minigun stabilization on X/Y axises.
• Player will no longer fire a single round upon spawn if player holds onto deploy button to spawn.
• Added 'Press M to close' text on top of map to indicate how to close the map.
• Scroll wheel is no longer hard bound to switching scopes, default keybinding is assigned to scroll wheel however now it can be changed from keybinding settings.
• Players now will able to spawn on Flag/Base vehicles in safe zone regardless any squad member being on them.
• Players now will able to spawn on friendly vehicles regardless any squad member being on them if they are in a captured flag and flag is not being attacked by any enemy.
• Added ability to disable auto refresh on server browser.
• Player will have to confirm disconnecting to prevent unintentional disconnect clicks.
• Other vehicles than helicopters will also receive transportation bonus for transporting players.
• Refreshed vehicles spawn points on all maps.
• Some vehicles get reduced spawns to make more easy access to them for mobility of team.
Personal Water Vehicle and QuadBikes will respawn 30 seconds instead of 120 seconds.
RHIB and Cars without turrets will do respawn in 60 seconds instead of 120 seconds.
• Placed Scout Helicopter on big and small maps. Keep in mind that Scout Helicopters for now only going to be as a neutral civilian vehicle placed somewhere on the maps. You can find two versions (Police that carry 6 peoples and Lux one that carry 4 peoples). We will use those helicopters to test flight model and in future introduce special scout helicopters for both teams.
Where i can find those helicopters?
• Eduardovo CONQ 64v64/127v127 = middle of map you can find a police station with police helicopter on helipad behind it.
• Sandy Sunset CONQ 64v64/127v127 + INFCONQ 127v127 = you can find a Lux helicopters on objective B/F (Radio Tower and Military FOB). In future they will be replaced by team based helicopters.
• Lonovo CONQ 64v64/127v127 + INFCONQ 64v64/12v1227 = you can find a police Helicopter in North from Middle Bridge near police station on helipad. And temporal civilian scout helicopter per team base.
• Valley INFCONQ 127v127 = Get temporal civilian helicopter until we will added team based scout helicopters.
• Wakistan CONQ 64v64/12v127 + INFCONQ 64v64/127v127 = If you capture middle bunker objective you will get free police scout helicopter (In future will be replaced to military one) + single temporal police scout helicopter you can find on team bases.
• River CONQ 64v64/127v127 + INFCONQ 127v127 = Temporal Police scout helicopter on team base.
• Isle INFCONQ 127v127 = Temporal Police Scout Helicopters on Air Carriers.
• Isle CONQ 127v127 = Temporal Lux Scout Helicopters on domain objectives A/F.
• MultuIslands CONQ 127v127 = Temporal Lux Scout Helicopter spawn at objective B.
• Added Transport Helicopter to Wakistan CONQ 127v127
• Littlebird added. (Only transport versions for now)
We will have military versions (with miniguns) next week. For this week, it will be only transportation purpose.
Check above message for more detailed info
• Repair station will repair/resupply 4x faster.
• District bugged quad bike fixed.
• Added cover around LittleBird spawns to protect pilot from sniper fire.
• Server side, object with rigidbody(physics) would bug out if any cycled (pooled) object would be destroyed/spawned at same frame fixed.
• Minigun velocity increased from 800m/s to 1200m/s
• Helicopter roll right/left was mixed in keybindings menu fixed.
• Possible fix of one of network sequence bug.
• Network stats UI background opacity increased.
• Rush gamemode, players would spawn slightly under map fixed.
• Scroll up/down will be default switch next/previous weapons. (Will only affect new players, existing player's setup won't be affected)
• minor bug fixes on map.
• Package loss UI indicator would stuck on screen until user rejoins or enables network stats from settings fixed.
• Game Networking Core change; Sequence verify packages will be batched together with unreliable network channel instead of separate channel, this would reduce the number of packages sent also hopefully fix the rare sequence bug.
• Gamemode selection will be 10s longer, map selection will be 10s shorter.
• Player would bug out if player would switch weapon during gun game with using switch next/previous keybindings.
• In case if someone manages to break main or back rotor blades next to repair station, repair station will no longer repair the vehicle and let it explode & respawn instead of helicopter sitting there entire round.
• Minigun was added to RHIB as 5th seat.
• No longer using mono - HttpClient (due to out of almost support and buggy), using custom client.
• Servers unable to retrieve usernames should be fixed. (Have to test on playtest)
• Helicopter blade blur improved.
• Helicopter window shaders should be fixed.
• Littlebirds armed version added (with miniguns)
• Hermit (RU version of Littlebird)
Mi34
• Added military scout helicopter and military transport scout helicopter.
Transport Scout helicopters mostly will do replace regular transport helicopters on INF CONQ gamemode. So if on gamemode CONQ at map Isle you will have 4 blackhawks, then on gamemodeINF CONQ you will have 4 transport Little Birds that can carry 8 peoples.
Here is a list of maps and gamemodes where are you will be able to find a scout helicopters with miniguns. They are going to be rare (about one per team on base) to make them less painfully to gameplay of other players and make it more valuable. Sometime in order to get a scout helicopter for your team you would need to capture a objective on map.
• Wakistan CONQ 127v127/64v64 - team who hold bunker at middle of map will get one scout helicopter with miniguns;
• Isle CONQ 127v127/64v64 - you can find one little bird with miniguns on air carrier and if your team capture A (USA) or F (RUS) to get extra one more [!!!Capture enemy objective wont give you extra helicopter!!!];
• Sandy Sunset CONQ 127v127/64v64 - In order to get scout helicopter with gun you have to capture objective B(USA) or E(RUS) [!!!Capture enemy objective wont give you extra helicopter!!!];
• Valley CONQ 127v127/64v64 - both teams have one scout helicopter with guns on base;
• Lonovo CONQ 127v127 - both teams have one scout helicopter with guns on base;
• Eduardovo CONQ 127v127/64v64 - your team need to capture objective A(USA) or E(RUS) in order to get one [!!!Capture enemy objective wont give you extra helicopter!!!];
• MultuIslands CONQ127v127/64v64 - Only USA does have a little bird at base, but both team can get extra one once they claim objective [B];
• Basra CONQ 127v127/64v64 - Team who hold middle objective C will claim a scout helicopter.
•• Added INFCONQ 127v127 and 64v64 to Basra with scout transport helicopters.
Left - USA team scout helicopter/ Right - RUS team scout helicopter.
• Scout helicopters that was spawn on dangerous objectives (outside of safe main base) will have shorter respawn time [180 seconds instead of 300 seconds] because it was hard to control objective for that long time .And if the enemy's scout helicopter is very annoying and interferes with you because of shorted spawn timer, you can capture the point where it spawns and interrupt the spawn of the helicopter.. Affected on maps: Basra,Sandy Sunset, Eduardovo, Wakistan, Isle.
• Construction Rush - last stage border adjustment to avoid spawn killing;
• Basra - once you capture C, helicopter will spawn on base of your team instead of on middle objective where are helicopter become a most wanted target;
• Sandy Sunset - Attack helicopters get more cover around to prevent camping of cockpit;
• Eduardovo - your team will gain attack scout helicopter at main once you capture objective A [USA} or E[RUS];
• Isle - attack scout helicopters that spawn on dangerous objectives like A or F will turn cockpit to air carrier direction to make harder camping of pilots.
• Salhan CONQ 127v127 - experiment of asymmetric vehicle reward. If USA capture objective A - they will get a Little Bird with miniguns at base. If RUS capture E - they will get BTR82. If you do not want to experience armored vehicle and helicopter on Salhan you can play exactly same map layout on INF CONQ and Domination gamemodes.
• Minor bug fixes on maps.
• Map Isle - you can find transport scout helicopter at objective of bunker on island.
• Valley - tank favourites hill from Russian side was blocked for ground vehicles to prevent tank camping of whole map from that position.
• T90's 2x damage hitbox (on behind) wasn't well placed fixed.
• Firerate would be affected by framerate fixed. (This was already fixed 2 years ago but apparently I fucked it up some point)
• Bad hit registrations on moving vehicles fixed. (Heavily was noticed on littlebirds shooting other moving vehicles)
• Unable to shoot claymores - mines - c4 under water or close to water fixed.
• Unable to choose languages fixed.
• Helicopter's minigun sound would stuck fixed.
• Reflections wouldn't load correctly fixed. (The heli's windows extremely transparent issue)
• When player leaves the vehicle, the position will be checked if it's under map or not.
• Added option to change voip volume for;
• Flags would fade in/out during being captured in 2D map to indicate it's being captured and enemies are present in the flag.
Remote Turret's (7M) accuracy increased.
• Players inside remote turret, APCs, Tanks would no longer affected by flashbangs.
• Salhan - cliffs block on all gamemodes except CONQ
• More detailed user reporting.
The Text Chat - Bad Language is duplicate, the below supposed to be Voice Chat - Bad Language
• Whenever an user is banned (temp/perm) for a reason, will be displayed on chat to everyone.
• Whenever an user is banned (temp/perm), the players who reported that person will be notified if they are playing in any game server.
• Server would stop accepting new players if it would fail to sync a single player.
• On helicopters, a sudden lag longer than 1-2 seconds would make helicopter explode fixed.
• Shiny materials fixed.
• Player would teleport onto ground when left a helicopter fixed.
• Inconsistent vehicle size on 2D map fixed.
• If boat - helicopter would explode while firing the minigun, on next spawn, the minigun would continue shooting (visually - sound only) fixed.
• Server side will check if vehicle somehow fall under the map and teleport back onto the map.
• Whenever vehicle is being repaired, the window's bullet cracks will be cleared.
• The repair stations that are not on base will be have 60 seconds cooldown before last damage the vehicle received.
• Possible bug where player can turn on the vehicle engine before game starts fixed (need to be tested)
• Salhan - Building at Objective A was reworked providing more solid walls that will remain even after destroying of building. Added a underground tunnl under new building that lead under bridge.
• Isle - Radar building roof was reworked to make camping on it more harder. Now in other to shoot down snipers from roof you can shoot a explosive ammunition on walls. Splash damage should hit snipers.
• Isle - Radar roof is blocked on DOMINATION gamemode.
• Map bug fixes.
• Salhan - replaced market building to new one with more solid walls to provide strong cover.
• Possible fix for backend servers becoming unresponsive when server browser becomes public (the moment playtest starts).
• Possible fix for unable to ads - shoot rarely. (Could not reproduce the bug on #bug-reports honestly but I know it's existed... )
• Game server firewall progress. (Still undeployed however majority is done - will test on actual game server next week)
• Server side speed hack detector added. (I am little bit worried about false positives for extremely laggy cases, but I can improve on this by testing so let's see how it will go)
• Completely new token system with longer timeouts (backend) instead of burst token verification system.
• Users will no longer get kicked for getting pushed from vehicles.
• Game firewall progress.
• Game server firewall integration to game servers & one server to test it on next playtest.
• Community Server API progress.
• Maps bug fixes.
• Fill the gap below squad abilities structures.
• Test of a Uniform for Prestige 1 LVL 10
• C4 networking reworked.
• Fast moving players on vehicles frustum wouldn't update accordingly fixed.
• Spectator camera work in progress.
You can press 'Spectate' on their profile and spectate players now.
• Ability to search users on scoreboard (wip)
• Ability to search users added.
• Shaky sniper scope's reticle fixed.
• If user leaves lobby or server changes map during using spec camera, it would bug out fixed.
• Valley = reward tanks for capturing C will spawn at main base;
• Valley = CONQ Ultra you can find transport helicopter at objectives B(USA) and D(RUS);
• Azagor = FRONTLINE removed spawn from objective D2;
• Salhan = Russian side get extra spawn facing to D to balance win rate of both teams.
• Helicopters under camera now facing forward to make pilot experience better;
• Clan creations will be re-opened (tomorrow before playtest starts)
Chimney on Valley now can fall down and kill players below it.
• From now, all attachments will require much much less kills to unlock, grinding will be only thing for skins.
• Complete rework of all weapons skins, skins UI rework, some weapons full rework model (m9, honey badger, etc) and content for early access release (prestige 1 and above)
• When pistols are hip fired rapidly, there was a bug where bullet would not align with barrel fixed.
• You can now hover on attachments (scopes, skins etc) to view them on the model.
• Players will no longer able to place claymores on helicopters (to prevent flying claymores on air)
• Possible fix for air drop supply crates falling under ground.
• Leaving vehicle teleports player onto air on tight places should be fixed (needs to be tested)
• Sometimes vehicles can leave base during countdown (tanks especially) fixed.
• Ability to double jump on water (not swimming) fixed.
• KA60 helicopter blade misalignment fixed.
AsVal - HoneyBadger nerfed slightly.
• Damaged changed from 35 to 32.
• Damage drop of will start from 20 meters instead of 50 meters.
• Velocity changed from 560m/s to 440m/s
• Horizontal recoil changed from 1.6 to 1.9
Still deadly weapon on short range however it should be bit less affective on med-long range.
• M9 pistols's barrel misalignment fixed.
• Unable to test attachments on shooting range fixed.
• FnFal's iron sight fixed.
• M4's missing charge handle fixed.
• P90 user's loadout screen bug fixes.
• Valley, invisible wall collision fixed.
• Blank white texture when a new skin unlocked fixed.
• 'New' icon showing up on loadout fixed.
• April 1st - event changes removed.
• While player is sitting on the helicopter, sometimes player attempts to grab the repelling rope fixed.
• Game automatically choosing the default weapon for the class upon changing class fixed.
• M4A1 - Ak74's red dot's are default unlocked.
• When skin is hovered, it will indicate why it's locked.
Wine Paradise 127v127 Domination layout added;
Map bug fixes;
• Server rules updated.
• Players will no longer hang flying during they are using drones.
• Player kill/deaths will be shown on the player's report page.
• Kill requirement for attachments spaced evenly.
• New attack sea vehicle work in progress.
• Magazine kill requirements will be changed next week (still WIP)
• Players now have the ability to bandage themselves during driving by holding 3 (or the keybinding that was assigned)
• API changes for Patreon's receive their CD keys (Work in progress)
• Rare bug on server side where thrown item to ground sometimes raises an exception should be fixed.
• Server side, during map switching, if a vehicle explodes just before, it would throw raise exception should be fixed.
• Green laser would give empty (0.0) ads speed fixed.
• UI - During changing laser/flashlight on/off, the displayed text doesn't have spaces fixed.
It seems the update about the explosion nerf has confused about their effectiveness.
All explosions have same radius, same effectiveness, same damage as same as before, none of them has changed.
Only difference is, now there is limit how many people you can kill per/explosion (4.5 players).
You can stack 3x C4 and kill 13-15 people still. Or, you can still throw 2 grenades and kill up to 9-10 players.
The limit is per explosion.
Before there were no limit, you could wipe entire team with a single grenade if they are pushed back enough to their base and no option but push though a bridge or small area.
-Rules screen typo fixed.
• No racism, sexism, or misconduct. (Chat/Voice, Profile Picture/Name)
• Keep chats clean and avoid sensitive topics. (NSFW, Politics etc)
• No disruptive behavior in voice chats or spamming.
• Protect your own and others' privacy.
• Minimal advertising is allowed.
• Playful trash-talk is permitted, but harassment is not tolerated.
• Ability to boost your own helicopter by shooting at it fixed.
This was possible before.
After
• Some littlebird variants didn't had same speed as others. I believe that's reason some players left some littlebirds different than others. It's fixed now.
Maps bug fixes
• Game server firewall development finished, will only have to deploy them on servers now.
• Shader tweak on buildings
• Ability to build concrete barriers inside player collider fixed.
• Players can now cock the sniper rifle bolt while aiming and using night vision with a compatible bolt action attachment.
• Laggy UI icons during using tank fixed.
• All scope attachment sizes rescaled according to real life sizes compared to per weapon.
• Groza's damage increased from 27 to 34.
• Groza's rate of fire decreased from 700 to 650.
• MP5's damage increased from 26 to 29.
• Groza's mag capacity changed from 50 to 30.
• Backend support for Supporter Pack (All patreons will be converted to Supporters in Steam upon Patreon's shutdown)
• Fixed a rare bug on backend where backend cache update flags would timeout way too fast without some servers update the cache to new value from database.
• Attachment kill requirements sorted per weapon class (different for Snipers, different for Sub Machine, different for Rifles)
• Missing magazine mesh on Mk20 fixed.
• In accurate attachment scaling on some weapons fixed. (Still under progress)
• White magazine material on Kriss Vector fixed.
• Missing skin fixed.
• Missing 'Helicopters' tab in main menu added.
• Snipers, zeroing will be incrementing/decrementing per 100 meters instead of 200 meters.
Example;
Old;
0,200,400,600,800
New
0, 100,200,300,400,500,600,700,800
• AugA3's missing charging handle fixed.
• Backend SSL Certificate update.
• Added: Game will notify the user if their microphone is not supported by the game engine.
• Fixed: Players were not able to hear others players if their microphone is not supported.
• Fixed; Rules wouldn't be readable on portrait aspect ratios.
• Pickaxe skin UVs fixed.
• Fixed: Player would spawn instantly if they spam spawn button and select a vehicle.
• Twitch - Steam OAuth link implementation wip.
• Twitch - Steam OAuth linking implemented.
• Maps bug fixes
Twitch x BattleBit API finished.
Link for connecting your Twitch account with BattleBit
https://link.battlebit.cloud/LinkTwitchAccount
For players who have issue connecting their discord account;
BattleBit - Discord OAuth link implementation.
• Proper account linking tabs added with OAuth.
• Users who had issue connecting their discord account will no longer have the issue
• Now user has option to unlink their account.
• Twitch drops - or other stuff that is in your account will be visible in Soldier/Inventory tab in main menu.
• Redlaser - Greenlaser wouldn't have same ads stats fixed.
• SG550 would have flash hider by default (visual only) fixed.
• BCM-Gun_Fighter typo fixed.
• No PK-120 sight for Assault weapons fixed.
• Supply drops would fall under ground should be fixed (needs testing)
• Helicopter rope would pull player while player inside building should be fixed.
• Player would climb from wrong orientation on some helicopters fixed.
• Sometimes, unable to get into vehicles (tank and apc only) fixed.
• Player will not receive a notification if the RPG they are using does not have a scope and player using night goggles.
• Repairing will give XP to player.
• SDN-6_762 and NT-4_556 will no longer share same stats.
• Players will no longer able to deploy rally points, sandbags etc outside game zone.
• Players will no longer allowed to spawn on players who are really close to game borders or outside game borders.
Networking: Max MSS lowered to 1436.
Thanks to @solemn grail, he found a much straightforward/clear way of explaining the explosion change that I think could be written here;
Grenades would spread 490 damage.
E.g. 49 people with 10 HP each would die to 1 grenade.
5 full (100) HP people hit by 1 grenade will kill 4, leave one at 10 HP.
• When typing in chat, the Social Menu will no longer open upon pressing 'home' or the assigned key
• Player's preferred class will be asked on first time playing the game.
From statistics, we realized, 30%-40% players do not know classes even exist. So, an introduction was needed for first time when played.
• Press 'N' to open night vision will be displayed on screen upon user playing a night map first time ever to introduce them.
• Possible fix for player falling under map on extreme lag cases (Needs to be tested)
• Proper Microphone detection implemented. (Old one had minor bugs, glitches, times it wouldn't detect etc)
• Gamemode announcements will be made on;
Halfway there, the enemy is winning by @1 tickets.We are losing.The enemy is about to win!Additional 2 more announcements' were added:
We are losing, only @1 tickets leftEnemy is dominating by @1 tickets.• Prestige bug where player would duplicate their rank if they join a server they joined previously right before prestige in 3 minutes fixed.
• Ability to prestige up enabled back.
• Players will not be able to spawn on falling teammates anymore. (Falling teammates must have a minimum distance of 8 meters from the ground to be considered falling)
• Placed claymores will no longer fly on air while player is sitting on quad bike and moving fast.
• Tree colliders adjusted to be more accurate to the model and tree colliders will have margin for shots made very close to tree
• BCM Gun Fighter grip's model fixed.
• Helicopter x Rockets tail rotor hit detection improved (to crash helicopter)
• Rockets etc will no longer make helicopter boost into a direction weird way.
• All players in helicopter will have proper screenshake effects when helicopter receives an impact to make them realize they received a shot.
• During helicopter falling, (Seat 3-4) miniguns will no longer have stabilization.
• Welcome screen added.
• Voice chat moderation notice screen added -> Players can opt in/out from voice chat feature any time from audio settings.
• Players will have to agree EULA - Privacy Notice before continue.
• A refresh button was added to inventory section in main menu.
• Streamer Mode added.
------- Features -------
server names in server browser & deploy screen.player names per clan friend & steam friend & party friend & other playersvoice chat per clan friend & steam friend & party friend & other playersuser profile picture in report menu.custom squad names in scoreboard - squad menu.• Fixed: 2D Map would overlap entire screen if player plays on higher resolution than their window size fixed.
• Server browser: Player filters will be saved.
• Server browser: Holding 'Left Shift' and clicking on a filter will unselect all other options or select all others.
• Timedout / banned players will no longer have quick match options enabled. (They can't join anyway but cards were visible and clickable)
• 'Jump' binding will be displayed on helicopter ropes to indicate how to climb them.
• Death microphone notice screen added.
Privacy Policy; Games - Address typos fixed.
In game Eula: LICENSE typo fixed.
Fixed the engineer icon on recon class on start screen.
• Networking Bug: Player would fall under ground, or get teleported somewhere in extreme laggy cases fixed.
• Networking Bug: Player would look like clipping under ground or corner of walls on extreme laggy cases (on their end) fixed.
• Humvee's colliders are adjusted to match the model on front section.
• A bug where suicide C4 wouldn't kill the suicider fixed.
• Body-armor-headshot hitmarkers will no longer able to overwrite kill hitmarkers for 0.2 second. (To avoid kill hitmarker overwritten by another hitmarker and avoid user not being notified about the kill)
• Players will no longer able to use Squad Voice Chat during using spectator camera.
• Players who opt in to voice chat (on first time accepting from screen) wouldn't able to talk until game is restarted or pressed 'Apply' in audio settings fixed.
• Max MSS changed back to 1454 from 1436;
• Second highest MSS value changed to 1300 from 1392.
• Networking: MSS values changed
• Networking: 64 bytes gap left over for header size changes to not exceed MTU.
New MSS values; 1464,1436,1400,1360,964,508
New Package Limits: 1400, 1372, 1336, 1296, 900, 500
Expecting it to solve issues where players lose connection after 5-120 minute of gameplay.
• Networking Change: All packages will have at least 18 bytes of payload to avoid ethernet frame padding.
• Rare case: Unsycned grenades (client vs server) fixed.
• Using underhand grenade throw would toggle ADS if user is using Toggle ADS fixed.
• 3 windows would disappear when wall receives a shot on this wall fixed;
• Drones, Ammo boxes, medic kits, magazines should no longer pass through terrain when shot.
• Unable to open social menu during deploy screen fixed.
• Helicopters will no longer fall down when pilot goes out of map borders.
• SV98's skins fixed.
• When a player joins to server, all other players in vehicles would look visually holding the gun instead of steering wheel/ machine gun handle etc fixed.
• Fyou canted sights fixed.
• Desert Eagle's take off (drawing out) animation fixed.
• MTU test value of 1400 changed to 1392.
• MTU discovery fixed. (Players who had issue with VPN or low MTU paths.)
• Aggressive MTU path discovery implemented.
• Bug where player would be teleported to base when a vehicle is dragging them fixed.
• Game looks washed out on HDR monitors should be fixed (needs testing)
• APCs getting stuck on low water levels should be fixed.
• Train hitbox tweaks
• ACR's bolt model fixed.
• MAJOR BUG FIXED
If the player's head model would clip to an object, all shots they would receive would be ignored.
-- Why? --
• This was implemented to prevent players killing other players if their legs are clipping walls.
• Isle map update:
you can find up to date satellite image here #1068675473669881866 message
• Snipers & Supports weapons' grips - muzzles unlock kill requirements fixed (4-5 of them would unlock all at once)
Keybindings;
• Switch Previous Seat
• Tank Zoom In/out
wouldn't save when changed fixed.
• Any keybinding that assigned to Mouse will no longer receive inputs when mouse is visible (while using map, while chat open etc). (i.e: controlling helicopter yaw with mouse etc)
• Helicopter's rope physics will interpolate much smoother.
• Players on helicopter rappelling rope will no longer lag while helicopter is moving fast and players will rotate according to the rope.
• The helicopter will no longer look like lagging while playing is climbing on rappelling rope.
• Helicopter's network interpolation improved.
• Flir Sights wouldn't work while in vehicle seats fixed.
• Shader issue on helicopter windows fixed.
• Gamemode announcements (we are winning, losing etc) will not be announced if tickets there are less than 2 tickets left on both sides.
Rework of M4A1 finished.
Upper is old
Lower is New

• Maps bug fixes.
• Frugis expansion to make support of 127v127 CONQ and INFCONQ gamemodes (Area on East side of river is playable )
• Network Package's no fragment flags wouldn't be set fixed (Thanks to @grand nova for helping)
• Claymores wouldn't have a limit while connecting it's wires vertically fixed.
Reported by @obsidian badge
• Sometimes, shooting claymores wouldn't explode them fixed.
• Humvee's Remote Turret's rotation network sync bug fixed.
Reported by @clear tartan
• M4A1 remake model import from Larry.
• stuck at boundary at an RUSH gamemode fixed.
• Reflex's reticle will be sharper.
• Flir's reticle has changed. Thanks to @velvet rose.
• Aug's bullet velocity increased from 600m/s to 900m/s.
• Famas's damage increased from 23 to 24.
• Kriss vector's horizontal recoil changed from 0.5 to 1.1
• Network grenades interpolation improved.
• Groza's fyou sight removed.
• FnFal's model fix.
• The sniper's bolt action speed will synchronize with the rifle's RPM immediately after the bolt is cocked. (Animation will play slower, however actual RPM is not changed)
While hovering on map, the cursor will become an 'X' and show the closest object and it's name that can be spawned on.
• FACEIT Anti Cheat implementation.
• Players now will have option to start game either with EAC or FACEIT.
• Password protected servers added (for community servers & events)
• Game will launch much faster. (Async DDL loading added)
• Server performance optimization.
• Loading game files will done on background to load to main menu much faster.
• 200ms ping limit added to official servers. Community servers can change this to any value the admin wants.
• Assault buffed;
25% faster reloading speed.
20% aimdown speed
25% faster switching weapon speed.
• AI based chat filter (tried bit, it's meh, can't catch everything but better than nothing).
Note: You can still shit talk, chat filter won't block those, it's more for blocking racism stuff.
• Public FACEIT build. (Restart your steam / launch battlebit)
• Maps bug fixes
• Tweaks of dublicated armors in database collection.
• Maps bug fixes
• OilDunes added extra spawns on objectives.
• Basra North Island terrain adjustment (Volcano move far away from center and max height of this island decreased)
• Bunker at B got extra main enter from East side.
• C4 falling through ground fixed.
• Backend optimization.
• New map - TensaTown
• Claymore detection improved.
• Unable to damage players while player is proning on some corners fixed.
• Fix for unable to load friends icons - names on clans/party list.
• AK74's damage reduced from 33dmg to 31dmg.
Signed by;
@grand nova
@severe gull
@jade bloom
@limber holly
@tired prism
@subtle mirage
@quartz berry
@unkempt flame
@austere fable
@robust girder
@hasty flare
@jade bloom
@ancient hound
@agile creek
@midnight orchid
@scenic galleon
@sage scarab
@ashen rivet
@craggy tangle
@prime gull
@brisk ravine
@summer goblet
@calm grove
@ashen matrix
@sage scarab
@topaz needle
@hollow comet
@pliant radish
@finite kestrel
@wild jetty
@velvet rose
@robust girder
@gray reef
@ashen matrix
@gloomy tide
@rocky spoke
@gloomy tide
@jade bloom
@autumn depot
@glossy nimbus
@pliant radish
@inland talon
@ashen matrix
• Player clipping them self to walls by using support class & hesco walls fixed.
• Player will be facing same direction when leaving the vehicle.
addded a TensaTown information to map forum:
https://discord.com/channels/303681520202285057/1118897856305176576
• Some supporter packs aren't selectable on character customization menu fixed
• Renamed Inventory to 'Activated codes' as it was misleading
• Welcome beta was removed
• Watermark moved to bottom right
DLCs aren't loading fixed.
• Basra bug fixes.
Maps fixes:
• Basra terrain clip at Bunkr was fixed.
• Basra floating rock betwen B and a fixed.
• TensaTown double E objective names fixed.
• Salhan collider at RU base cliff adjustment to fit model shape.
• Progression adjusted for easier leveling up on high levels.
• Less aggressive ping kick (server won't kick for sudden - short term bad connections)
• While assigning key bindings, controller threshold will be larger to avoid noise input assignments.
• Construction border layer was fixed to fully stop vehicles.
• TensaTown river is lowered down by 1 meter, so vehicles should be able to move under bridges along canal.
• TensaTown = Farm objective got extra cover due community feedback about lack of cover on that objective.
• Suicide C4 will no longer detonate while navigating on main menu or scoreboard.
• Unable to hit some proning players fixed.
• cliff colision fixed
• Night maps, models having reflective surface fixed.
• Holding A + B at same time will make player stop (instead of moving right)
• Holding W + S at same time will make player stop (instead of moving forward)
• Basra, vehicles clipping under water fixed.
• User having ability to unintentionally click the main menu items (quick match, server browser etc) while showing the intro fixed.
• Lonovo 64v64 layout have now repair station at base
• Vignette setting wouldn't work fixed.
• Privacy Policy Update:
https://agreements.battlebit.cloud/okigames_privacy_notice.pdf
Update: We made it much more clearer;
• Simple tutorial that explain base features added to polygon.
• New hesco wall option that only support class can build added. (Will add more)
• Medics will able to see how much time left before someone giving up.
• Tutorial text fix.
• TensaTown at underground section is fixed.
• some others flying rocks was fixed on Basra
• Some bugs was fixed on Basra,District,TensaTown,Salhan.
Also introduced first public API:
https://publicapi.battlebit.cloud/Servers/GetServerList
JSON Formatted
• Unable to see the give up UI during night vision fixed.
• Adjustment on a CONQ layers of Salhan,Construction,Azagor;
• cliff colision adjustment
• Shooting range spelling mistakes were fixed.
• Added a level progression bar on screen (can be disabled from Gameplay -> Show Level Progression)
• Hitbox detection improvements + Hit register improvements.
• Blackhawk - KA60's HP increased by 150%.
• Player names will be limited to avoid clipping on squad menu.
• Ultimax's canted sights removed. (Not possible due the handle)
• RSH12 vertical recoil indicator would clip outside the bar fixed.
• Unable to assign scroll wheel in keybindings fixed.
• C4s will no longer go through fences & bushes.
• AK15's ext-magazine stats changes.
• Backend fix with support pack ownership.
• On loadout - the skins icon will be 'supporter icon' to indicate which ones are supporter pack.
• Supporter Pack items will have an icon next to to make it more clear.
• Players will no longer able to damage the enemy vehicles that are standing in base (only if in safe zone where players - vehicles cannot shoot & receive damage)
• Assigned special keys to keybindings will be simplified ('+' instead of 'PLUS' etc) in game UI to take less space.
• Unable to zoom in Humvee's M2 Turret if player enters vehicle with a gadget fixed.
• C4 passing though objects fixed (specially while proning and throwing
• UMP45 skins fixed.
• Vehicles will no longer able to supply while shooting (60 sec cooldown) to prevent supplying & shooting without stopping. (APCs specially)
• Added a squad list on left bottom (can be disabled from gameplay settings)
• Construction base safe zone tweak.
• Brand new unique layout for 32v32 CONQ and INFCONQ at Sandy Sunset.
I decide to use some empty dead space of map at border for a own unique layout with just 1-2 floors building and little hills. So 32v32 fight on those areas should feel more comfortable and you should have more control on fight. An this layout will feature more vehicles than previous one.
In future other maps will use dead areas ad edge of terrain for unique specific layouts for smaller player count , while 64v64 will be just shrinced 128v128 layouts.
Currently only Wakistan an Valley feature own unique layouts for smaller players sizes game modes```
• Maps bug and exploit fixes.
• C4 bug fixed.
• Community servers SteamID names rate limit fixed.
• Firewall updates against DDOS attacks.
• Exploded helicopter's colliders will be more accurate to visual model.
• Progress bar will no longer be visible when player is down.
• A notification will appear on top left when server intentionally ignores hit reg on extreme packet loss situations to make it more clear.
• Player Hitbox - bullet detection improved on close range cases. (proning - trying to kill)
• Basra CONQ debug sphere at objective B was fixed. Map temporarily take out from CONQ gamemode rotation until next update.
• Namak bug fixes
• Unable to load photos - names on party - clan members fixed.
• District and Construction Domination 254 players layers was fixed to scale of Conquest layers.
• Far istance trees LoD3 using more simple shader now. May improve performance of weak hardware a bit.
• Removed Rush gamemode from Euardovo.
• Added Rush gamemode to Namak (3 stage, each havee 5 unique plant positions)
• Maps bug fixes.
• Supply saying 'You will able to resupply in -X seconds'
• Airdrone's camera stays open when game ends fixed.
• Aug's magazine kill requirements' fixed.
• Player not pulling their gun on fences fixed.
• Ability to cut ropes behind walls fixed.
• Sudden game lag (opening scoreboard etc) causes gun to burst fire fixed.
• Ability to kill players from clipping legs on walls fixed once again.
• Shader changes.
Before - After
It should improve user navigation inside interior and understanding of space around him.
To activate it make sure your shader quality in graphic settings set on [HIGH/ULTRA].
On horizontal surfaces you will see a gradient lines (water leak/ dirt ) that will help showcase a direction of surface.
On vertical surface you will observe a difference on color based on height, it will help you understand a difference in height of surface (floors/stairs steeps etc).
Hope those changes will help you in navigation at flat textured environment and in future we may adjust/tweak this effect based on community feedback. ```
P.S. effect may look weak on screenshot example due possible image compression.
• At next update Salhan will back to CONQ 254 with some slight layer adjustments.
[ Consturction and District was removed from CONQ 254, but still available on DOMINATION 64/128/256 , INF CONQ 64/128/256 and CONQ 64/128]
• Isle - Bunker waterway enter is now wider.
• Basra - Few more containers droped at around wrecked ship to provide little more cover from snipers on islands.
• Players will no longer able to hide inside supply boxes.
• Using long range scopes supposed to increase ADS time, not decrease.
• Server side fixes.
• One of the pines had assigned wrong shader on foliage.
• Client side performance optimization.
• Possible fix for game lagging each 5 seconds (not fully sure if the fix I did fixed it completely but it's an addition)
• Rally points bugs entire UI if player joins to game while game is ending and there is a rally point deployed in their team fixed.
• MP7's magazines are back.
• SandySunset - frontline begin spawn of USA team pushed back by 50 meters to balance timing to targed objective for both teams
• Rush 32v32 added to Frugis (3 steps / 5 objectives per step with 2 random active objective)
• Twitch drops limit to 20 skins fixed. (If you have more than 20, it's still there, our api call was limited to up to 20, it will auto update in game)
• Heavy backend optimizations (took 4 days)
• Steam friend list causing lag each 5 fixed.
• Further CPU optimization.
• Number of seats used will be displayed on vehicle if there are any users in the vehicle.
• PP2000 attachment scaling fixed.
• Rsh12 magazine model fixed.
• Privacy Policy Update (Restructured for better readability)
https://agreements.battlebit.cloud/okigames_privacy_notice.pdf
• Friends not loading in party tab fixed.
• Incase of player's data is not updated from game server to backend, in case of player attempts to join a new server, user stats will be synced much faster. (before 10-15 seconds, now 2 seconds).
• Wakistan CONQ 64v64 order of flag naming fixed.
• Eduardovo CONQ 32v32 got own unique layout that is separate from 127v127 playable area.
• Players lagging during using repelling rope fixed.
!!! Flag capture zones somewhere mostly was descreasd to 75%/50% of original size - that should improve user experienc on CONQ and FRONTLINE gamemode due it will be more easy to defend objective and let your team spawn on it until enemy enter to capture zone to trigger switch off a spawn.
So it will be harder now to hide in one of 99 buildings and stay in enemy objective in order to disable a enemy spawn on objective.
• Salhan - Russian side get extended border on West side (Cav exit) to make spawncamp harder
• Player not switching to primary when placing claymore while throwing greande fixed.
• Sometimes friend list not loading until party menu hovered fixed.
• Broken progress bar on bottom fixed.
• Flag capture zones adjusted correctly.
• Player unable to pass main menu due to avatar images fixed.
• Rare case fix: Where player's progress would reset if player joins one of the game server while we are updating player stats servers and game server receives their stats as level 0.
• Rework of Multu Island map integration.
• Domination, reviving will no longer return tickets.
• Players will able to place limited amount of C4s, mines, claymores, ammo kits etc at same time.
• Bug where sometimes players can walk during countdown on frontline fixed.
• Players can join each other's parties without adding each other as friends via party codes now.
• Now players can report other players by pressing Left Shift + F1/2/3/4.... while talking directly without needing to go scoreboard.
F1 -> Mute
Shift + F1 -> Report
• Frugis - Rush last stage allow attack team to exit from subay near enemy spawn.
• Wakistan - DOMINATION old 32v32 layout become a 16v16 layout with only one objective at Bunker. DOMI 32v32 now will feature a east coast line layout.
• Enemy vehicles - number of players won't be shown in map when spotted.
• While placing walls, there will be half player size space margin requirement to avoid clipping.
• Specator camera improved.
• Salhan - USA vehicle OP place was fixed.
• Salhan - South part of city buildings was replaced to more strong one that will block sight of fire from A even after destoying it.
• Salhan and Frugis objectives adjustments based on players feedback to avoid spawn camp
• Valley - DOMI 16v16 layout tweaked.
• Eduardovo - DOMI 16v16 layout tweaked.
• Namak - roof exploit fixed.
• incorrect naming of "Support Armor 00 A Big" fixed
• Old school, classic Capture The Flag core implementation.
Old school - classic CTF game mode.
• Capture The flag, the enemy position (with flag) will be updated on map and screen every 2 seconds instead all the time.
• The spectator mode has been further improved.
• Player lag has been improved during rope climbing.
• The issue where turrets, helicopters, etc. were incorrectly counted as 'shots fired' in stats has been fixed.
• Spawning on players will not be rewarded until the game starts.
• Tanks will no longer apply torque when the wheels are not touching the ground.
• Bullets will cause 2x less damage when shot through vehicle windows.
• CTF on MultuIslands rework
• Capture the flag, if flag is carried over to any safe zone, main base etc, it will be auto teleported back to flag's spawn point to prevent someone keeping flag in safe zone.
• CTF added on Tensa Town
• CTF added on Isle
• CTF added to Frugis
• UI improvements for Capture The Flag.
• MulltuIsland Day ambient lighting got little bit brighter.
• Frugis CTF 32v32 - base safe zone extended.
• Multu Island - CONQ Ultra downscaled twice until game get more options for mobility of players (more civilian vehicles on map or team wide spawn beacon or anything else to reduce travel time )
two separate CONQ 127v127 layouts
• Added CTF to Sundy Sunset
• Salhan - removed a OP tank spot at USA side and added some of hesco walls on long line road.
• Medium Object Optimization [212/468=45%]
• Community servers, ability to set map rotation, gamemode rotation added. (for admins)
• Server option to host voxel gamemdoe (https://youtu.be/flFrpaIdYv8?t=771) for community servers added/
• Community Server API - get/save stats.
• Medium Object Optimization [281/468=60%]
• Medium Object Optimization [468/468=100%]
This optimization pass may not be included in next update because its need a validation that it wont broke anything + extra adjustments.
Stats from Frugis map showcase that it may potentially decrease polygon count to render by 40% that will give increase of performance to low-end hardware
If first pass will be successful , then there will be more passes on other part of environment like a buildings and nature
+ New method will allow to have more details on objects + potentially good outlines of floors and walls for more easy navigation inside buildings and tunnels
• Community API - control over player roles added (if you want to restrict roles per team/squad or have other intentions)
• Community API will have read access from official stats, admin can choose to ignore, replace, use the stats.
• MultuIsland - new POI was added East from middle of map to make use of Rush layout. 32v32 Rush added to Multu Island
Stage I - both team will have intense fight for Villa. (This stage is experimental because 64 peoples fight for one building may work out in a very crazy way and may be removed in next updates.)
Stage II - fight will move to fresh construction site.
Stage III - Spread fight on wild lands.
Stage IV - final fight at main city of map. ```
• Community API, ability manipulate player's weapon, attachments, skins, spawn position, armors added.
Example
• Community API - admin will also get a callback when a player reports another player in their server.
• Community API - callbacks when player is alive / dead and access if they are alive or not.
• Community server API core finished.
• Public API - Capture the flag shows as '18' in api fixed.
• Backend client API fix where backend becomes unresponsive time to time.
• Clan submissions will reopen soon;
Players will have to be at least prestige 1 to submit a clan creation request now,
• Used clan invites wouldn't be deleted after used from clan invite list fixed.
• The 100 clan invite limitation would also count expired invites fixed.
About this, progression will be eased on higher ranks (upcoming this week), average player will able to reach to rank 200 instead of stucking on rank 60-80. However, prestige will have it's own advantages (no weapons, gadgets unlocks but other things) in this case.
• Assault class will be able to use Honey Badger - Groza - P90 - AsVal - MK20 - M110 - MK14 - SVD.
• Assault will be able to use the Ranger armors.
• Kriss Vector's damage adjusted to 22 from 24.
• Damage drop-off now starts at 10 meters, not 50.
• Standard/Quick magazine now holds 36 bullets, down from 40.
• Medic will have 3 x C4s as base instead of 4. (Normal backpack adds +2 if you choose to use)
ACR aim down time buffed from 0.25 seconds to 0.21 seconds.
• ACR player running speed buffed from 1.01 to 1.05 x.
• ACR control reduced from 100% to 105%.
• ACR damage increased from 25 to 27.
• AK5C damage increased from 30 to 34.
• AK5C vertical recoil increased from 1.4 to 1.6
• AK5C horizontal recoil increased from 1.2 to 1.4
• AK5C's first shot recoil reduced from 1.5 to 1.0
• AK5C's reload speed increased by 12.5%.
• SG550's muzzle flash size reduced from 100% to 85%.
• APC takes 2x damage from the back now.
• Wine Paradise expansion to make support of CONQ 254 p gamemoe
• Progression will ease after level 15 to keep consistent time to level up.
• Helicopter's sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS)
• Stutters while piloting helicopter should be improved (need to be tested)
• Helicopter taking damage by it self when game lags ie (opening scoreboard etc) fixed.
• Player would not able to see blood screen while inside some vehicles fixed.
• Weapon attachments wouldn't affect player speed fixed.
• Aim punch/flinch will exponentially scale down based on damage received instead of pistol on leg and sniper on chest giving same aim punch/flinch.
• Game will no longer auto lock squads when a party member reserves a squad for their party to join, instead, a non party member will be forced change squad (with their role) if the reserved party squad is full while a party member is joining to server.
• Wakistan - whole Objective F was shifted to East by 222 meters with some additional ways to enter in the middle of map.
After a long discussion, it's apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasent to use, based on this point:
Addition to this: You cannot heal other players by bandaging, it remains same as before, you can only stop bleeding or revive, but it would not heal them, only medic can heal other players with their medickit still.
• District rework integration + CTF.
• Salhan tank removed until exploit with tanks will be fixed to not let them climb on the cliffs.
• CTF maps added safe zones for teams.
• Bricks not spawning when walls destroyed fixed.
• Turret/minigun shots does not count as 'bullets fired' in stats fixed.
• Janky detection for down players to bandage/revive improved.
• Littlebird minigun's light vehicle damage increased from 2 to 4.
• A bug where player's armors - body does not sync when player is standing still and client loads their object for first time until they move fixed.
You probably seen it at least once
This bug
• Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border.
• CTF: When flag carrier gets killed while swimming, players cannot recapture the flag fixed.
• CTF: Bringing enemy flag to base will give more XP.
• CTF: Killing the enemy flag carrier will give additional bonus.
• Tans - APCs, upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time.
• When players return base to repair their vehicles, they will also healed so driver does not need to leave the vehicle and someone else take the vehicle while they are healing.
• Tensa Town - RUSH block silo position for defender team to avoid spawn camp of attacker team.
• Empty transport/boat vehicles will no longer give points when destroyed.
• Destroying enemy vehicles will give different XPs instead all giving same.
• Janky road kill detection fixed.
• Destroying enemy c4/mine/claymore will give hitmarker and additional XP.
Engineers will get 2.5x XP from destroying vehicles
--- Engineers ---
--- Non Engineers ---
• Namak - potential fix of no ability to spawn on B
• Interactable detection improved. (Before you had to exactly look at the object to interact with it, now it will be radial)
Commonly you faced unable to get into helicopters easily because you exactly had to look onto a solid part of it
• Barbed wires added for engineer and support players.
• RCB90 added.
Currently this is pretty much a copy of APC, but sea vehicle, however it's subject to change in future.
• RCB90 added to maps :
Isle CONQ 254/128
Basra CONQ 254/128
Wine Paradise CONQ 254/128
Multu Island CONQ 254/128/64
• Frugis - first floor entrance unlocked, so players wont stuck at blocked door frame.
• Assault got own Ranger Armor instead of reusing medic armor.
• Temporal labels to maps.
• District - DOMINATION 256 players layout downscaled.
• Wine Paradise - More vehicles spawn at C and D to help players increase mobility at those points.
• MultuIsland - CONQ 128 - one of RUS team base didn't had safezone
• District RUSH - fixed latest objective was not able to capture due of destroyed building.
• District - add extra safe zone collider to not let ground vehicles fall under map.
• Namak - Possible roof exploit at F fixed.
• Creating of a early foundation for brand new map with water vehicles gameplay loop in mind.
• Vehicles now can damage built hesco walls & destroy barbed wires by crashing into them.
• Attachments will now affect running speed by 50% only.
• In case of player's class changes after spawn, player will be considered as their spawn role until death.
• Shooting C4 on air will no longer launch it. (Honestly wanted to keep this...)
• Rockets, tank bullets, apc bullets will no longer pass through fences.
• Player will no longer able to carry more gadgets than default by supplying.
• General all game sounds will be more directional.
• Anti Grenade Trophy added (only assault, engineer and support can place it)
• Twitch Rival's skins.
• Vote screen, 4 maps will be displayed instead of 6, hoping to improve on the same maps being chosen over and over.
• Friendly player armor's glow in flir should be fixed (I couldn't reproduce the bug exactly, so need to be tested)
• District DOMINATION 128/64 was downscaled based on player data
• Frugis DOMINATION - Objective F was far away from the ground fixed
Per player you can adjust (You can have different settings per player individually)
• Prestige will no longer reset weapon kills.
Can't recover old player's kills who prestiged, so they will receive an exclusive skin.
Players will be notified to remove any confusion;
This is for modded servers
• District = Added Frontline 64v64 and 32v32
• District = Rush gamemode adjusted one of attacker spawn on objective to avoid spawncamp.
• Famas damage increased from 24 to 26.
• SG550 muzzle scale changed from 0.85 to 0.6
----- Ultimax -----
• Increase reload speed by 10%.
• Reduce first shot kick from 2.0 to 1.5.
• Reduce vertical recoil from 1.5 to 1.1.
• Increase ads speed from 0.35 to 0.3
• Increase runspeed from 0.9 to 0.925
----- AsVal -----
• Horizontal recoil lowered, from 1.9 to 1.2
• Accuracy increased, from 68.75 to 75
• Sound spread lowered, from 600 to 200
• Control lowered, from 0.86 to 0.8
• Reload time increased, from 3 seconds to 3.33 seconds
• Damage fall-off starting distance increased, from 20m to 40m
----- HoneyBadger -----
• Damage lowered, from 32 to 28
• Vertical recoil lowered, from 1.5 to 1.25
• Horizontal recoil lowered, from 1.9 to 1.1
• Velocity lowered, from 440 to 400
• Accuracy increased, from 68.75 to 72.25
• Firerate increased, from 800 to 880
• Sound spread lowered, from 600 to 200
• Reload time lowered, from 4.17s to 3.79s
• Base magazine capacity increased, from 24 to 25
• Damage fall-off starting distance increased, from 20m to 40m
----- G36C -----
• Vertical recoil from 1,40 to 1,45
• Horizontal recoil from 1,00 to 0,84
----- UMP45 -----
• Damage increased, from 25 to 28
• Vertical recoil increased, from 0.9 to 1
• Horizontal recoil increased, from 0.5 to 0.65
• Velocity lowered, from 500 to 475
• Damage fall-off START reduced, from 50m to 30m
----- PP2000 -----
• Increased damage, from 23 to 24
• Reduced vertical recoil, from 1.2 to 1.1
• Increased firerate, from 900 to 1000
• Reduced ADS time, from 0.2s to 0.15s
• Reduced damage fall-off starting distance, from 50m to 30m
• Leaning spam has been nerfed.
• All snipers will give off stronger muzzle flash.
• L86 will have default sigth (reddot)
• Domination tickets increased.
• Anti Grenade Trophy moved to light gadget section from heavy gadget section.
• Anti Grenade Trophy will no longer destroy friendly grenades.
• Anti Grenade Trophy will give XP when destroys a grenade.
• Destroying Anti Grenade Trophy/MDX will give XP.
• News/updates will no longer showup unless changed.
• Player will get attack/defend bonus + squad point when they are in flag regarless the flag is marked as target by captain in casual gamemode.
• ASVAL/AK5C/SVD/Groza/PP19/PP2000/SV98/AK15 will have access to OKP7 - 1P78 - PKAS scopes.
• Community API - minor bugs fixed, ready to go for public build.
• Server browser additional filters fixed.
• Server browser, server that has progression will have proper indicators.
• Players will be no longer allowed to change squad while alive.
• Server browser searching fixed.
• Gun game, a bug where player's ammo would desync fixed.
• Bandages wouldn't sync when used in vehicle fixed.
• To decide if players are in the safe zone or the dead zone, vehicle's center will be used as reference point. This prevents the driver from staying safe zone while other players are in the danger zone (outside boundaries).