Vilaskis
• Maps bug fixes.
• Experimental old Elimination gamemode 32v32 was added on Frugis,District,Lonovo,OilDunes,Salhan,Sandy Sunset, Tensa Town, Wine Paradise
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• Maps bug fixes.
• Experimental old Elimination gamemode 32v32 was added on Frugis,District,Lonovo,OilDunes,Salhan,Sandy Sunset, Tensa Town, Wine Paradise
Elimination 32v32 is a old gamemode where are you have to capture objectives, but you do not have a main base and safezones, so team that capture all the objectives will win. In short its a something between Domination and TDM
In this experiment each map will have 6 objectives with distance of ~100m-200m in between. And each team already have two objectives captured. That will give more intensive fight where are it can be a long round, or short almost one life experience
That gamemode may not appear common on Official Servers, but can be used as a playground for community servers.
• Old District,Eduardovo,MultuIsland,OilDunes,Namak was added back to the game as a exlusive maps for community servers only.
• FFA (FreeForAll) gamemode added to District and Namak in 16p and 32p players sizes.
This change will increase the popularity of community servers (both with official progression and without ) and allow both groups of players to experience something new.
Veterans will get nostalgia and new players will get a missed opportunity to play on old Battlebit maps).
Keep in mind that user experience on those maps may vary a lot due some of maps was designed when game didn't had a helicopters or rally points etc. To indicate that this map is one of oldest one you will see a mono-sepia images style.
So it will up to community server admin to decide with map he want to make available to play.
There will be no rotation of old maps on the official servers as they are not up to the current Battlebit standards.
Currently those old maps have limited gamemodes availability and may have low priority in term of bug fixes and improvements and wont support new gamemodes/content yet.
• Old_District - we had plans to have both old and new rework of district at same time, but due bug it was not possible to do yet, but now you will able to experience a old and cozy version o District on community servers.
• Old_MultuIsland - one of map that was available at release of game on Early Access as well, and now you will able to play on old version of map and directly compare it to new one on official servers.
• Old_Namak - one of the oldest Battlebit map 2020-2022 playtest era ,that was a placeholder map for a urban fight scenario. Map was super compact and provide a lot of buildings and floors to access that was lead to a super chaos gameplay, you will note a big contrast between old and new Namak.
• Old_OilDunes - another map from 2021-2022 playtest era where are both teams had big amount of armored vehicles (14 Tanks and 9 APC on Conquest 256 players). That map is not friendly for infartry for sure.
• Old_Eduardovo - one of old map for milsim era of Battlebit 2019 , you will note it by lack of cover and super spread objective locations.
• Old District, Old Eduardovo, Old Namak, Old OilDunes will be available for community servers.
This screen was not pushed to update, it's fixed now (will be live on next update)
Note: When pressed, current version will apply those rules shown in screenshot, only warning text was not updated
• P2000's damage update wasn't applied to update, fixed to next update.
• Missing mesh for AK74 Twitch Rivals fixed (you still have it, the mesh was missing only)
• Early prestige player's skin implemented, will be available on next update (Only players who prestiged and got their weapon kills reset will receive this)
• Queue requirements' to launch servers are adjusted.
The skin wasn't fully visible on that editor view, here is the accurate version:
• A prompt screen will be shown when player clicks on any quick match option
• Old Eduardovo - removed Frontline due of bugs on it.
• Flir reticle buffed from 21hz to 30hz.
• You will have a setting button right under quick match to configure and there will be 'Dont show again' option on settings'
• Network player movement fixed.
• Network player bugging while climbing fixed.
• Sandy Sunset - added rush gamemode for 16v16/32v32
• Players not spawning with correct magazines on community servers fixed.
---------- MK20 ----------
---------- M110 ----------
---------- MK14 EBR ----------
---------- SVD ----------
• UI bug on main menu where clicking some spots makes it through invisible other menus fixed.
This bug. (User reported)
• Inaccurate sound spread values in loadout UI fixed.
------ Server browser remastered ------
• final batch of old maps will be available on custom servers (Mostly CONQ) Old Wakistan, Old SandySunset , Old Wine Paradise.
• OilDunes - Ambient Lighting become little bit brighter.
• Frugis - Nerfed spot in subway to deploy a Rally point outside subway tunnels.
I would like to provide a last batch of old Battlebit maps to community servers. Keep in mind that those maps mostly was reworked due of objective location/lack of cover and over domination of snipers and tanks, so if you will host or ban this map on community server, do not forgot to setup a snipers limit for the best experience on your server. Helicopters was added
• Old_Wakistan - before rework of map at 17 Juny 2022 the Wakistan was different. It was little bit more smaller and cozy, and instead of long two bridges, concept before was a little one small bridge where are both team was fighting between each other. Main problem of map was a tall mountains and objective above C that was heaevily populated by snipers. Its always funny to hear that current Wakistan is so sniper friendly and snipers is everywhere, but trust me, you will able to expisience even worse picture. That map is most playable from this pack of old maps.
• Old_WineParadise - Wine Paradise was reworked about 4x times, this one version from 2020 do represent most closed vision to current one. Although again tall mountains was generating a big problem with tanks campers and snipers. Old city in middle of map didn't had semi-destroyable buildings, so by destroying a whole city you leave players with open field of ruins that was observed from any hill by sniper's and tank's. Spread of objectives before was less linear and more "U" shaped with give bust to air and water vehicles over ground vehicles.
• Old_SandySunset - One of most oldest maps that had around 3 reworks as well. To community servers will be avaialble a map of 2019 year version. That map before had a big spread of objectives on map + bigger distance between hills and lack of foliage/terrain cover taht was making tanks campers and snipers more powerfull than on current one Sandy Sunset. City in the middle of map was smaller and more primitive compare to current one and lack of safe path for infantry to push it.
It was a final bath of old maps available to community servers (With official progression too).
So now our new playerbase can experince old maps of Battlebit and compare them to current and moddern versions. And old players can experience old and warm memories of playtest and closed beta times of the game that had a long path.
By looking at past we can move forward and try to avoid mistakes we learned on previous maps.
Text Teaser:
||A brand new map "ZalfiBay" will be released in upcoming big updates, feature a 2000x2000 meters playable area with new experimental placement of objectives, where are distance between them will be around 300m instead of 500m like on our current big scale maps. Based on data and player feedback it will have a direct impact on distance between objectives on future big and small conquest maps. Also water vehicles on this map will have bigger impact on gameplay compare to current Wine Paradise and Basra/Multu Island.
More details and new screenshots will be shared on next dev stream at September 9. ||
• Laggy player movement (for other players) fixed, (needs to be tested)
• MK14 's velocity wasn't applied, it's fixed.
• Hit detection for mines, claymores, c4, drones fixed.
• Player wouldn't able to use C4, mines (placed c4s,mines wouldn't be affective) if they would place them while switching guns quickly and firing fixed.
(Player recorded clip)
------------- M9 -------------
------------- MP 443 -------------
------------- USP -------------
------------- Glock 18 -------------
------------- UNICA -------------
------------- RSH12 -------------
------------- DESERT EAGLE -------------
• Favorite servers will no longer disappear when server changes their name.
• Rare case bug where boat, helicopter minigun would continue to fire if the player who uses it disconnects fixed.
• A bug where sniper sway wouldn't be applied while sitting in vehicles fixed.
• Anti vehicle grenades will detonate on impact on vehicles now.
• Rare bug - player spawning with no attachments fixed (player would request to deploy as different class and weapons, server would deny and place default weapon/attachments)
• Hesco wall desync fixed.
• When vehicle's all sides are covered, player will attempt to exit from above.
• Leaving vehicle teleporting player to roof of buildings (time to time) should be fixed (needs to be tested)
---------- Unica ----------
---------- Deagle ----------
---------- RSH12 ----------
----------- MP7 -----------
----------- UMP45 -----------
----------- PP2000 -----------
----------- PP19 -----------
----------- Kriss Vector -----------
----------- MP5 -----------
----------- Honey Badger -----------
----------- P90 -----------
----------- Scorpion -----------
• Ultimax night vision aimdown sight fixed.
• Anti Vehicle Grenade/Mine damage to buildings/walls radius reduced to 2 meters.
• Dark Flashbang option added to gameplay settings. (screen will be dark instead of white when flashed)
• Engineers now will able to repair 98% of the damages instead of 50% - 75%.
• There will be icon on barbed wires to indicate if it's friendly barbed wire or not.
• Entering/deploying on tanks will take 2 seconds instead of 4 seconds.
• Grenades will no longer pass through vehicle windows and riot shields.
• Issue with unable to spawn on squad mates due to being in combat despite isn't should be fixed.
• The camo & helmets that are unlocked at rank 200 moved to prestige 1 so players who prestige at rank 200 can keep using them rest of the game once prestiged.
• Added input buffer for single fire weapons. (No more dead clicks.)
• Unable to choose players on map by clicking their name if they are in vehicle fixed.
---------- L86A1 ----------
---------- M249 ----------
• End of the round, there will be leaderboard for best XXX during voting
• A rare bug where player animations wouldn't play and player would just float around without any animations fixed.
Not finished yet... (Will not able to supply currently used magazine in the gun)
• Support players will now able to supply players by holding 'RMB' (Same as medics)
• Assault will have 6 bandages instead of 4 bandages.
• Support will have 6 bandages instead of 4 bandages.
• Engineer will have 6 bandages instead of 4 bandages.
• Recon will have 5 bandages instead of 3 bandages.
• Transport vehicle physics slight improvement. (Still not the best but should be more drivable)
• Pilots will no longer able to pilot helicopters 180º upside down like a spaceship, helicopters will fall down the more helicopter tils upside down instead of falling like a leaf in the air.
• A bug where water would render on top smokes fixed.
• Showing; unlocking empty gadget fixed
• Players will no longer allowed to build on spawn points.
Players will no longer able to build hesco walls etc on the places where you would spawn by spawning on a flag etc, you can still place stuff inside flag, just not at places where people would spawn
• Light/heavy gadgets will be displayed on the game UI.
• End of the round, random gamemode and random map options will be given on vote screen.
• Minor optimization and improvement of environmental models.
This is the first iteration and more models will be updated over time in the future.
Most models received contoured outlines that will improve the sense of space surrounding the player and make more easy to read a object shape in mono shaded ambinet lighting.
Example:
Top part - stairs and interior walls more distinct and visible.
Bottom part - when part of model in the shadow - due lack of shading its hard to see a shape of object. With low contrast outline of shape its now easy to read.
• Server browser, region filters added.
• Old Wakistan, Old Wine Paraise, Old Sandy Sunset was not assigned in register
• Shooting range target textures was fixed
• Global leaderboard work in progress update.
• Gadgets not syncing fixed (silent RPGs, suicide C4 and animations not playing etc)
• Littlebird minigun damage drop START changed from 200meters to 75meters
• Littlebird minigun damage drop END changed from 500meters to 200meters
(Had to rephrase it)
• Player visuals desyncing while climbing fixed for the 3rd time (Yes, my end skill issue).
• Texture update on American Suburban houses [TensaTown related].
Still working on this but:
https://publicapi.battlebit.cloud/Leaderboard/Get
• Global leaderboard to main menu implemented (top 1000 players on ....)
• Leaderboards changed to top 5000 xxxx clans/players.
• Tensa Town subrubia buildings textures was updated: Added texture to walls, foundation and floor.
• While loading level, a random global leaderboard (top 20) will be displayed.
• During gamemode voting, players who do not vote will no longer count as 'Random', however, servers will no longer run same gamemode twice in a row.
Example to gamemode voting:
if server runs CONQUEST, during gamemode voting, CONQUEST will be taken out, next round, it will be back.
• Hit registration changes.
• Helicopters will falldown slower when tilted down exactly 180 (apparently it was bit too much, damage fall of should be enough for now). (It was cubic gravity, now exponential gravity)
• Player will able to give up faster the longer they hold 'SPACE'. (Doesn't affect the speed if you don't hold SPACE)
• Textures added to Frugis Subway
• Additional hit reg changes + hit feedback changes.
• Frag Grenades will no longer explode on impact to vehicles (only anti vehicle grenade will do, but not frag ones)
• A bug where bullets desyncs with server-client side while player is being supplied by a support player fixed.
• You are being bandages/revives message not appearing fixed.
• Added shutters for windows [On Frugis only].
Reduce amount of windows to scan, and in order to destroy it you have to use explosion or sledgehammer.
• Directional bullet pass by sounds added.
• Players will no longer hear bullet pass by sound if there is an obstacle between player and bullet.
• When mag is emptied, there will be dry fire sound each time fire is clicked.
• Added shutters for windows on desert biome buildings [Salhan, Sandy Sunset etc.]
• Shot sounds will adjust according based on distance instead of inaudible on long distance (There will be proper work with a sound studio about this in the future).
• Recent hitmarker update added positional hitmarker (hitmarker placed on where gun aims instead of centered) now can be toggles on/off from settings (default on)
------------ HK419 ------------
● Firerate increased from 640 to 825
● Vertical recoil decreased from 1.4 to 1.3
● Horizontal recoil increased from 0.9 to 1.3
● Quick-A Magazine size increased from 24 to 26
--------- AUGA3 ---------
• Firerate Increased, from 500 to 600
• Frugis Frontline 32v32 - fixed incorrect borders
• Added some windows shutters on Lonovo and Wine Paradise
• Server browser, filters choices will be saved.
• Loadout UI, Armor damage renamed to 'Player Armor Damage' and 'L-Armor Damage' renamed to 'Light Vehicle Damage' to make it more clear which is which.
• Unapplied weapon drawing speeds fixed. (Now will be visible on UI and will actually affect the gun's drawing speed)
• Completely disabled the squad leader role until it has proper place in game (you can still be squad leader, place rallies same as before, just role it self is disabled as it was confusing and didn't do a thing)
• Capture the flag, if flag stuck inside an object, it will automatically teleport above to object.
• If a player vaults twice in a row, vaulting animation wouldn't play fixed.
• Support will no longer attempt to supply down players & dead players and their self while using ammo kit on hand.
• Added windows shutters to rest of the maps
New map was added to game:
https://discord.com/channels/303681520202285057/1152630937327247451
will support CONQUEST, INF CONQUEST , FRONTLINE, DOMINATION , CTF at release
• F2000 added (level 35)
• G3 added (level 90)
F2000's own sight also added.
• ZalfiBay fixed objectives that was underground at Frontline
• Option change hitmarkers added to game settings (legacy, new...)
• Shot sounds adjusted.
• Ability to switch between old/new hitmarkers removed and changes with hitmarker customization.
here: :point_down:
The map votes being randomized is very mixed.
One hand, it's is hated because some players can't play the map they want,
on the other hand, players love it because they are no longer forced to play same map rotation over and over again.
As a middle ground, only option that is remaining is a weigth system that was mentioned in #1019712628970508338 previously multiple times.
In short, you will have 5+1 (random) options, same as now, end of the vote, the one that has most vote will have larger pie from wheel.
Will post updates here once I have progress on this, trying to release this to today with sound update together.
Note: The players who don't vote will no longer count as random for maps as well with this change
• ZalfieBay - Solar tower wrong collision at fallen model fixed;
• Fixed incorrect color of destroyed bricks
Took me a while to implement it, but here it is:
------ F2000 ------
● Vertical recoil reduced from 1.1 to 1
● Horizontal recoil reduced from 0.7 to 0.6
● ADS time buffed from 0.2 seconds to 0.15 seconds
● Increased magazine size from 30 to 35
● Reload speed factor increased to 1.35 (from 3.88 to 3.51s)
● Increased starting magazine count from 2 to 3
● M110 rate of fire reduced from 300 to 200 (with input buffer, it become one of fastest TTK gun in short range)
● AUGA3 muzzle flash reduced from 100 to 60
• Giving up faster when held spaced slowed a bit (still faster than original one), it seemed it was bit too fast and instant, lobbies started to have max 2-3 revive maximum from 10-15 revives per round previously.
• MultuIsland - fixed hole in cave that let players teleport above ground.
• ZalfieBay - Domination 254p added a second spawn to improve player flow.
• Valley - destroyed chimey was blocking a tunnel unerground - fixed.
• Added parapet on some of tall buildings. That will nerf and buff roof snipers. Buff - you will get a solid tall cover with height of 1.3 meters that will hide whole your body while player lyind down. Nerf - you cannot look and kill target below you. In order to shoot someone below , you must climb on top of parapet and exposure whole your body.
• Fixed a rare physics bug on player hitbox detection on projectiles (took me 2 days to debug and figure out)
Uploaded by a player.
• District CTF - USA flag moved to more safe place.
• Screen LOD friendly HUD culling added (experimental).
_Seeing 127 friendly icon on screen is distracting, and detecting if you can see 127 players precisely is extreme resource heavy.
Disabling/fading friendly markers based on distance is making players mix friendlies with enemies on long/medium distances which is worse
As an experimental solution, added culling based on player's screen size (the amount of space player takes on screen) and physics checks on player's random points on frequently based on how small/big the player is on screen and if player is not visible over a certain time, fade out)_
Asymmetrical objectives placement and wide range of fight engage from close distance to far distance. ```
``` Planned to release in future content updates ```
• Zalfi7Bay - CONQ 64v64 decrease amount of objectives from 6 to 5.
• Highway - Middle barrier replaced to destroyable one.
• ZalfiBay - Solar Tower invisible wall fixed.
Your XP boost from challenges, previous rounds, events etc, all combined will be visible here (any active):
Still working on weekly challanges, will keep you guys updated.
• Eduardovo - Objective D (Swamps) 40% of bushes was removed to improve visibility in that area.
• Frugis - Subway objective C capture zone was expanded and spawn locations was moved around to avoid spawn kills.
• Frugis - teleporting from building's was fixed
• UMP45's velocity reduced from 475 to 375.
• UMP45's firerate reduced from 650rpm to 600rpm.
• UMP45's quick magazine kill requirement to unlock reduced to 200 kills from 500 kills.
• Random will no longer choose night maps unless server admin specifies.
You can access from main menu (Example tasks again)
While loading maps (Example tasks)
One thing to mention, it supposed to be called 'Weekly challenge' not just 'Challenge' just changed it. It's same for everyone and changes every monday to something different to everyone globally
This is how it looks like (here only 2 simple task were given for showcase purpose)
From this point, even cosmetic helmets and hats will have a hitbox and stop 1 damage because of this problem.
We never had hitboxes for cosmetic only ones, however, this lead to another problem of unclear head's hitboxes.
Note: Uploading after video in a bit after fixed
After (stops 1 damage)
• Namak - buildings without colision was fixed
The hat/helmet takes 1 damage, and passes the rest remaining damage on to head . Doesn't stop the entire bullet.
• New Map - Kodiak - integration to the game (CONQ,INF CONQ, DOMI, RUSH , CTF gamemode support at release)
• A bug that crashes servers after a long time active fixed (weekly challenges implementation caused the issue :/)
• Remaining time on weekly challanges will be displayed on weekly challenges panel.
• Unintended blue filter on screen fixed and the brightness option will no longer increase gamma, rather, increase the brigtness of the screen when used.
• Player movement networking rework + much more accurate packet timestamps / movement interpolation.
• Network packet priorities added.
Normally, packets would be combined (batched) to reduce number of packets sent over network to optimize, however it was adding latency from 0ms - 30ms (depending on send order so you can call it randomized), however now, hit requests, player kills packets will no longer be batched, instead those packets be sent instantly by ignoring batching
Depending on packet loss severity, server either ignores the hit or accepts it;
One way or another, either one side gets punished and other is rewarded, goal is try to keep it in middle, not lean to one side completely.
Side note: On the videos above, the packet loss and the latency applied to both clients, the shooter and the target at same time, assuming both players have bad connection.
• Networking core change: In case of packet loss, packets will be recovered faster.
• Networking core change: Hit registration requests will be reserved outside of the main channel and will be much more aggressive towards recovering packet losses.
Same packet loss & latency:
This video is after, the replied video is before the change.
• Grenades sometimes dealing damage through walls fixed.
• During bandaging, players will not change their target (self or friend) once bandaging has started, unless another teammate is being bandaged and that player moves away from you.
• UI bug fixed where users were shown the option to bandage another player when the other player was too far away and unbandageable.
• Weekly challenge XP reward bonus increased to 250,000xp from 100,000xp.
It's live at the moment.
• Kodiak - USA team was not able to spawn in Bunker objective - fixed
• Inaccurate packet loss indicator (red bar) fixed.
• Players with slight packet loss unable to connect servers (unknown error) fixed.
• The distance needed to build Hesco walls, etc from flag spawn points has been reduced from 10 meters to 5 meters.
• Added option adjust hit marker random rotation to Gameplay settings.
• Support Backpack Normal had same stats as a heavy one.
• Recon Normal Armor had same stats as a ranger one.
• Lasers will no longer pass through players.
• Grass model update - will improve visibility due grass will be less tall and block less vision. Overdraw will be reduced that should improve a little bit performance.
• Valley - FRONTLINE & INF CONQ - fix of no ability to spawn on objective once wind turbine was fallen.
• Fixed a bug where hits were not registering at short range sometimes. (The fix will go live tomorrow.)
In short, the hit registration request was arriving at the server before the player's firing the gun packet (Introduced when packet prioritization was added), and the server was denying the hit request because the player haven't fired the gun on the server side yet (The packet of firing the gun haven't arrived yet)
• Brightness settings not working in shooting range fixed.
• Ragdolls will no longer block bullets.
(Before / After)
• Kodiak - Slight grass de-saturtion.
• Kodiak - You can now cross canal between town and port by walking on low level water.
• Kodiak - Added some cover to road at middle of map.
• Players sometimes teleporting back when leaving the vehicle or stop climbing the ropes fixed.
• Grass adjustment.
• Grass shading fix
• Tensa Town - INF CON 127vv127 - Added extra base for RUS side for balance purposes.
• Wine Paradise - Dam objective moved more closer to City to improve flow.
• Wine Paradise - Villa and Church was moved more closer to center to reduce distance of run between objectives. Old hills still vailable for long-shot sniper duel.
• Wine Paradise - Second bases will have repair / resupply stations for ground vehicles
3 Objectives was moved closer to each other. Old spots still remain on map for tank/snipers long shot duel.
Distance between main lain of objectives reduced from 400-500m to 250-450m.
That will reduce walking time.
Left - Old Conquest Layout / Right - New Conquest Layout (Pink cross and arrow - projection of old objective and distance of objective shift to new location)
• District - Added ability to cross central canals from base (Obj B/E) on low water near bridges.
• District - Updated old rock and cliffs to newest one.
• Isle - Updated old rock and cliffs to newest one.
• SandySunset - CONQ - Added extra armed scout helicopters on main bases.
• Unable to destroy claymores/mines/C4s/mdx and other gadgets fixed.
• Player's body teleporting into void when player gets killed in a vehicle seat fixed.
• Unable to change firemode while interacting fixed.
• TensaTown - USA safezone reduced on highway location.
• District - CONQ Ultra - Domain objectives A and F is pre-captured at begin of round for better flow.
• DustyDew - rework of map.
This map can be seen as the communitiy's least favorite. There are several reasons for this, ranging from the terrain design that disproportionately benefits snipers and tanks, to the dense fog that was applied to compensate for that same issue.
As a result, the majority of players find the map unenjoyable in it's current state.
The rework will retain elements of the mil-sim experience in it's design. The environment will not be over-saturated to provide the intended tone, the grounded city layout and roads will call for players to use their best tools and strategy for safe navigation to and from objectives. Although the playable area will remain the same in overall size, the amount of objectives will be increased from 4 to 7, providing more spawn locations and reduced travel time to get into combat.
Here are the major changes:
The tall plateau located in the center of the map that divided the playable area no longer exists to provide a safe haven for snipers. The terrain has been altered to feature a series of hills, anywhere from 200-400 meters apart. This will ensure players have enough effective range for assault weapons to counter sniper fire. These new hills will also provide good cover in the Valley area when moving to objectives.
This same area will host a new objective that provides a "King of the Hill" experience to battle in.
This objective is a key to victory due to the rotations it provides to the remaining 6 objectives. Building fortifications will play a major role in gaining the upperhand, as the hill tops are generally empty. Be prepared to take out the enemies sandbag castles!
Through the valley between the hills, you'll find towns that break line of sight from snipers and are also home to 2 objectives, per Town.
Old POI (Points of Interest) such as Mine Shaft and Oil Refinery remain, but with less confusing tunnel systems below.
Due to the combined result of these maps changes, I was able to reduce the density of the fog and increase the general visibility distance.
Helicopters are now viable since there are no restricted borders like the current iteration of the map. This will provide greater flank opportunities on enemy positions. Vehicles will have multiple routes to fight on, whether it's a risky drive through town, or the safe road through the valley.
Dusty Dew Rework is expected to release in the next content update.
You can share your opinion in the thread below and examine the top-down plan of the map by following this link. #1019645237792079873 message
Oh, forgot to attach a direct compare between old and new fog density for rework of DustyDew
• The detection radius for 'player in combat' has been increased from 2 meters to 6 meters. (A player will now be considered in combat if an enemy is aiming at them or within a 6-meter radius around them, this was 2 meters previously).
This is due to the reports that player in combat is not accurate and allowing players to spawn into death
• Stickiness of C4 reduced for non vehicular surfaces, however the C4 will be still sticky for vehicles.
• Added option to disable weekly challenge notifications (Gameplay settings)
• Barrels stats rework;
Values are multipliers, for example, 0.95 means -> 95%
_ ADS is Aim Down Sight Time, the smaller value -> shorter time to ADS which is faster_
• Grips stats rework;
Values are multipliers, for example, 0.95 means -> 95%
_ ADS is Aim Down Sight Time, the smaller value -> shorter time to ADS which is faster_
• Wine Paradise - Terrain Ground and cliffs textures update
• The sight's zoom levels will be displayed on the UI.
• On scorebaord, the scores and ranking will be displayed by flat XP (without considering XP boosts)
• Sometimes progress bar on bottom displaying wrong ranks fixed.
• The frequency of checks for friendly marker visibility behind walls has been increased because sometimes the friendly icon was not appearing quickly enough, leading to confusion for the user.
• Map name and gamemode will be displayed on loading screen (top left)
• Roulette map selection has been disabled, however, it can be enabled by server admins.
The map selection reduced to 3 maps (to less divide votes), the played maps won't show on pool.
The UI of the flag has been moved up so as not to interfere with the environment.
(Before - After)
• Dusty Dew - Domi - Objectives was moved in more lineliar by closing gaps between towns and middle of map objectives. Fight on domination should be more intensive
• Dusty Dew - Added abandoned buildings between town and middle point of map to provide more cover.
• Gameplay -> Cull Friendly Icons setting added (You can disable culling if wanted)
• Gameplay -> Map Opacity setting added (https://discord.com/channels/303681520202285057/1170746417330004048)
• Added UI for friendly thrown grenades/smokes etc to indicate it's ally.
https://discord.com/channels/303681520202285057/1170790918660554892
• Last death location will be displayed on deploy screen until player deploys.
https://discord.com/channels/303681520202285057/1170752752725524540
• Map name - gamemode - server name will be displayed on deploy screen.
https://discord.com/channels/303681520202285057/1170728204579909652
• New gamemode 'Invasion' added.
Example layout (USA attacks, RU defends) - 127vs127 layout
Each side has their own spawn points
When all objectives are captured by enemy and safe zone moves up, you will be given 4 minutes to move back, and you will be exposed on map all that time until you return your base.
• Voice chat delay reduced by lowering the network batching. (In short, the voice chat will be more closer to realtime by trading transmitted packet count)
• New map - Outskirts was added.
Side-by-Side images between two maps (Left new map & Right old map reference [old District will still remain in game as community server only map ).
Screenshots was taken from exactly same locations in editor for fair compare.
Some bonus locations where are before was empty forest now have some POI that will be utilized in other gamemodes outside of Conquest or you can hide here rally point at Conquest gamemode.
After the dev stream, I attempted to implement some of the suggestions and the UI I built wasn't flexible enough to implement so had to scrap all of it and rework it.
Additionally, you can use 1-9 to navigate faster (similar to Arma3 in game menu navigation)
I don't know which game it is but I really liked this one so sort of used it as reference:
https://tr.pinterest.com/pin/852376666951961101/
https://i.pinimg.com/originals/46/1f/a3/461fa3f2698350b9e8552c38ebc8e646.jpg
Almost there finishing this UI, as QOL, the last item will be on top and it can be always used by pressing '1' which is the first option.
Additionally, the flags are added to menu to make it easier to select them.
Now you can request order from 'Squad Tab' and if squad leader haven't given any order in last 5 minutes after 2 minutes order was requested, the person who requested the order will be promoted to squad leader.
• UI changes on squad menu in deploy screen to indicate who is the squad leader.
• Compass on bottom is now less crowded for better readability.
• You can order (attack, defend, move) etc via menu and on the map, all squad members will have a line drawn to them (the attack, move, defend etc) on map indicating that's their squad's objective.
• Pinging players will now make them visible on the map (as red), with the ping appearing directly on top of them instead of remaining stationary while the player moves away. The ping will last for 4 seconds.
If a player who was spotted gets killed within 15 seconds of being spotted (note that the ping only lasts for 4 seconds), the spotter will receive Spot Bonus.
• Players will no longer able to spot players through tree/bush foliage, (editor view of foliage regions).
• Target Detector side rail attachment added [_ BF
_],
In the video, I was also showing that you cannot spot players through foliage anymore
• Unable to place hesco walls on slope terrain fixed.
• Sniper glint will no longer be visible through foliage.
• Medium range scopes will have glint only on sniper rifles limited to 600 meters with smaller size than regular sniper scopes. Other weapons except sniper rifles will not be affected.
• Weapons are reclassification to proper categories.
• Dusty Dew - Added more fences,bushes and some plants along path between objectives to provide more cover to players at valleys.
• Bandaging self will be the same speed for all classes (Same speed as current medic)
• Bandaging allies is slightly faster for all classes but medic is still the fastest.
• Along with weapon reclassifications, weapons are re-distributed between classes. (Subject to change)
---------- AK74 ----------
● Damage increased, from 31 to 32
● Light damage increased, from 4 to 6
● Vertical recoil lowered, from 1.5 to 1.4
● Horizontal recoil increased, from 0.6 to 0.8
● Velocity increased, from 700 to 720
● ADS time lowered, from 0.25s to 0.23s
● Reload speed increased, from 1 to 1.1 (4s to 3.64s)
---------- M4A1 ----------
● Light damage increased, from 4 to 5
● Vertical recoil lowered, from 1.5 to 1.4
● Horizontal recoil increased, from 0.6 to 0.7
● Reload speed increased, from 1 to 1.1 (4.17s to 3.79s)
---------- ACR ----------
● Damage increased, from 27 to 28
● Light damage increased, from 2 to 4
● Vertical recoil lowered, from 1.4 to 1.3
● Horizontal recoil lowered, from 0.8 to 0.7
● ADS time lowered, from 0.21s to 0.18s
● Reload Speed increased, from 1 to 1.1 (3.73s to 3.39s)
---------- G36C ----------
● Damage increased, from 30 to 31
● Light increased, from 2 to 5
● Horizontal recoil decreased, from 0.84 to 0.80
● Velocity increased, from 600 to 660
● ADS time lowered, from 0.25s to 0.23s
---------- HK419 ----------
● Damage lowered, from 31 to 30
● Light damage lowered, from 6 to 5
● ADS time lowered, from 0.25s to 0.23s
----------AK5C ----------
● Light damage increased, from 4 to 6
● Vertical recoil lowered, from 1.6 to 1.5
● Horizontal recoil lowered, from 1.4 to 1.3
● ADS time lowered, from 0.24s to 0.23s
● Reload speed increased, from 1.125 to 1.3 (4.53s to 3.92s)
----------F2000 ----------
● Damage increased, from 23 to 24
● Velocity increased, from 700 to 710
● Damage fall-off START increased, from 50m to 75m
---------- AUG A3 ----------
● Light damage lowered, from 12 to 6
---------- SG550 ----------
● Damage increased, from 27 to 29
● Light damage increased, from 4 to 5
● Velocity increased, from 640 to 680
● Firerate lowered, from 700 to 670
● ADS time increased, from 0.14s to 0.15s
---------- FAMAS ----------
● Light damage increased, from 0 to 4
● Horizontal lowered, from 1 to 0.9
● Velocity increased, from 600 to 640
● ADS time lowered, from 0.25s to 0.20s
• Added bipod to L86A1 and MG36.
• Revised list (STILL Subject to change)
• New support weapon, RPK16 added.
• Particle effects for bullet impacts have been improved to make it easier to see where shots are landing.
Before/after.
• Sniper's spot's will last 2x longer than regular pings. (Regular pings are 4 seconds, recons's pings are 8 seconds)
https://ptb.discord.com/channels/303681520202285057/1178441060578512926
Thoughts about this?
https://ptb.discord.com/channels/303681520202285057/1175587321916182599
Soon ™️ (New skin system)
Thoughts about medium-range scope glint for sniper rifles only?
Note: Glint is not present for other weapons except sniper rifles.
000m - 200m -> no glint
200m - 350m -> from little glint to peak intensity
350m - 800m -> from peak to little intensity
800m - ???m -> no glint
The reasoning behind this is that recons are the only class with weapons capable of one-shot kills without engaging in a fight. They are often positioned far from the battlefield, killing players who are unaware of being shot at from a distance and without taking a risk. As a single disadvantage, glints were added to allow other snipers to spot them and to alert players to the presence of a sniper. However, these glints were non-existent on medium-range scopes, giving them almost no disadvantage.
From 0 to 200 meters, there will be no glint, meaning you can still use it for close range. However, once you use them for longer ranges, glint will now be present.
Vote with 👍 / 👎.
Graph of the glint intensity
Thoughts about this? (Remember, also we increased bandage speed for non medic to same speed as medics for bandaging self)
https://ptb.discord.com/channels/303681520202285057/1178763101353558086
Increase bandage healing from 40 to 50.
Vote with 👍 / 👎.
Addition to this, how this sounds?
#1178941863944802304 message
Only show sniper glint to the person you are aiming at.
Meaning, make the cone of glint to a smaller degree to be visible. (Currently it's 20 degrees)
Vote 👍 / 👎
Thoughts about this?
https://ptb.discord.com/channels/303681520202285057/1172239412814430258
We currently have 3 maps plus 1 random option, totaling 4 choices at the end of the round. Currently (if we implement it back), at the end of the voting, the randomization will choose between these 4. We can modify this so that it either chooses a random choice from the top 3 or top 2, leaving the least chosen ones out of the randomization.
Vote 👍 / 👎
And vote:
4️⃣ if all choices should be included in the randomization
3️⃣ if the top 3 choices should be in the randomization, leaving the least voted one out
2️⃣ if the top 2 choices should be in the randomization, leaving the two least voted ones out.
• Rework of loadout HUD
• Complete rework of weapon skins
• Snipers - Medium range scopes glint will be visible between 200m <-> 800m, same as shown in the graph.
Others weapons does not have glint on medium range scopes.
• Medium scopes - snipers only, the angle requirement for glint to become visible reduced significantly.
Note: The glint is also invisible under 200 meter, fading in/out
• Bandage healing increased to 50hp.
• Enemy players will have collision enabled, friendly players will not have collision enabled.
------- L86A1-------
● Damage increased, from 31 to 32
● Light vehicle damage increased, from 4 to 6
● Velocity increased, from 650 to 700
● ADS time lowered, from 0.3s to 0.24s
● Running speed increased, from 0.95 to 0.975
------- MG36 -------
● Light vehicle damage, increased, from 4 to 7
● Vertical recoil lowered, from 1.8 to 1.6
● Velocity increased, from 600 to 680
● ADS time lowered, from 0.3s to 0.24s
● Running speed increased, from 0.95 to 0.975
● Reload speed increased, from 1 to 1.15 (4.73s to 4.12s)
------- M249 -------
● Damage increased, from 30 to 31
● Light vehicle damage increased, from 3 to 6
● Velocity increased, from 600 to 690
------- Ultimax100 -------
● Velocity increased, from 600 to 700
Currently disabled this, it caused some issus on the build, will be worked and re implemented later on.
• Scar-H skin of DestroyerProject texture was fixed
• Invasion Tensa Town Ultra - Attack Team get extra one Tank and Two APC for first stage only. Next stage they wont respawn.
• Conquest Kodiak - Helicopters at power plant now spawning backward to cliffs to avoid killing of pilots.
• Invasion Kodiak Ultra - Add repair stations to base and attack team get extra 1 APC and 1 transport Helicopter for 1 Stage only.
• Invasion Outskirts - bugged border at last stage on 32v32 that not let capture enemy objective was fixed.
• Invasion Valley - More cover on objective C stage 1 was added.
.• Fixed issue that not allow new map Outskirts being hosted on official server. Right now map only available on community servers with progression [ON]
• Invasion WineParadise & Isle - Attacker vehicles spawn twice faster at 1 Stage
Here is one some of you guys liked, and personally I like the idea, your thougts?
https://ptb.discord.com/channels/303681520202285057/1180199257333059584
• Game crashing on spectator fixed.
• Slight stutters came with new update fixed.
• DustyDew & TensaTown - 32v32 Invasion was added.
• Isle Invasion - Added vehicle repair station to ground objectives.
• Slightly performance improved.
• Invasion Kodiak one objective at last stage near defender base was removed
• Invasion 32v32 was added to Kodiak map
• ZalfiBay - Added Invasion Ultra to map. This Layout will feature complexity progression where are at first stage you will have 1 Objective , at second stage 2 objectives, at third stage 3 objectives. + ZalfiBay will have two versions of Invasion: One where are USA attack along North Coastline and second where are USA attack along South Coastline.
• L86A1 factory colors back for pattern 0.
• Added Legacy skin for SV-98 in classic colors. You will be able to unlock this unique skin once you get 1111 kills with a that sniper rifle.
• Server side performance and movement improved.
• Player stucking on blackscreen when there is packet loss while giving up fixed (needs to be tested live to confirm)
• Unable to kill players during using humvee's turret fixed.
• MDX's glint will be no longer visible through foliage and obstacles.
• Attachment barrel sizes readjusted.
• Tree's not destroying and causing errors on server side fixed.
• Moved the the solid color to bottom and replaced it with Pattern 1 and renamed them so they are not confused with a preset.
• Loadout screen, chromatic aberration reduced.
Note: This effect was not intentionally added to gameplay; it was intended to be limited to the loadout screen and was not supposed to be visible during gameplay. However, due to a bug, it was also displayed in gameplay. Some players liked it, while others did not, so it has been made into a setting. The default setting is enabled at 30%, but you can disable it at any time or increase its strength.
• Squad points will be displayed on interaction menu.
• Hovering on camos will preview them now.
• Unable to place hesco walls on roofs fixed.
• Positional hitmarkers fixed.
• Inconsistent pinging players fixed.
• You can now change the size of enemy pings
• The issue of inconsistent mouse sensitivity on the radial menu that existed other than 1920x1080 fixed.
• Now players can spot players via air drone + air drone spots will last 12 seconds.
• The flags on radial menu will be sorted.
https://discord.com/channels/303681520202285057/1180547921628889188
• Unable to claim MP7 from Rivals fixed (if it's in your Twitch inventory, it will appear in game on next patch)
• Player in combat detection improved.
• Minimum range to consider a player in combat increased from 10 meters to 15 meters. Apparently the 10 meter change was too low, ending a ton of spawn kills
Allow players to ping enemies while down?
At least then you would be more useful to your team, rather than just giving up and respawning instantly
Vote 👍 / 👎
If voted yes, also we can make it last shorter:
Normal ping time is 4 seconds, recon pings are 8 seconds;
We can make it 1/2/3 second when you are down or keep it.
4️⃣ = Keep it default
3️⃣ = Make it last 3 seconds
2️⃣ = Make it last 2 seconds
1️⃣ = Make it last 1 seconds
• Players will no longer able to ping inside/through the bushes. (Previous update prevented pinging through tree foliage, with this addition, now bushes will be included as well)
• Players will be able to ping enemies while down, and these pings will last for 2 seconds.
• Network stability improved.
• The sound spread of all snipers has been increased to 2000 meters. (Note: Although it's longer distance, you won't really hear the sound distinctly but rather a faint sound indicating that a sniper has fired.)
• All sniper rifles will now leave a bullet trail that lasts for 3 seconds. (Note: The trail becomes almost invisible after 1.0 - 1.5 seconds, making it barely visible. Look the video.)
• The sound of a sniper's bullet whizzing past (the bullet passing by you) will be different from other weapons, distinctly indicating that you are being shot at by a sniper.
• The glint angle of sniper's long-range scopes has been heavily reduced, making it only visible where you are aiming in the scope (Look the video's start)
This is how it sounds on far distance when a sniper fires.
• AK74 rivals winner skin colors fix (Cat one will get correct colors)
• SSG69 skin for 69 kills comeback.
• M4A1 prestige 1 skin was renamed from Skin000 to Prestige1_A
• Smokes are updated where they are more dense and players will not able to see the outside of smoke while the player is inside the smoke anymore.
Video: Old/New
• The animations of proning / crouching <-> proning speeds adjusted to match the first person view.
https://ptb.discord.com/channels/303681520202285057/1178422922684145694
Video: Before/after
Note: It's not pixel pixel perfect but much closer to actual view than before
• Invasion 64v64 was added: Its use same layout as 124v124 version, but it will have less player density.
• Grenades will be considered as 'In combat' for players, preventing their squad mates spawning in to death.
• Basra rework integration (Support CONQ,INFCONQ,DOMINATION,INVASION)
more details about Basra rework will be shared at dev stream
• Backend bug fixed where if player has more than +100 items on their inventory (twitch drops included), they would stuck on connecting to master server.
• For invasion gamemode, the flags will be created from 4 stages where 3 of the stages will be locked once attacker team captures them.
• Sounds of footsteps will be more directional.
• Enemy footstep sounds be louder and more shaper than ally footsteps making it easier to distinguish them.
• Ally player's footsteps won't be played if it's more than 20 meters, making it less noise for the player. (Imagine 254 player server)
https://discord.com/channels/303681520202285057/1182991311800905758
• Basra bug fixes.
• Basra - water way between domain objective and main objective was tweaked to let attack boat swim here.
• Zalfie Bay invasion spawn was fixed. map will back at next update.
Thoughts about this?
https://ptb.discord.com/channels/303681520202285057/1183763480633942016
Pretty much asking if enemy pings (in game) should not be visible through walls or not.
Thoughts about this?
https://ptb.discord.com/channels/303681520202285057/1183602588239798372
Pretty much asking if player should have an indicator that indicates that they are being spotted on the UI, possibly making them hold their position until the spot fades away? Or it could be possibly annoying, your thoughts?
• Invasion capture time is now 8 times slower.
^ Capturing one target for single player will take 480 seconds (or 120 seconds per stage);
^ Capturing one target for two players will take 240 seconds (or 60 seconds per stage);
^ Capturing one target for four players will take 120 seconds (or 30 seconds per stage);
^ Capturing one target for eight players will take 60 seconds (or 15 seconds per stage);
Capturing duration for invasion gamemode at 32v32 scale will be 2 times faster.
This is a short-term solution that will prevent a two-man team from instantly capturing a target and allow opposite team to react. ```
• Focused Audio implemenation:
https://www.youtube.com/watch?v=xT2-tWBnJ88
So far in BattleBit, all sounds (gun shots, footsteps, explosions, player reloads, you name it) were 3D directional. However, because there is constant sounds played around player all the time, it made it impossible who were shooting from which direction, who were moving around and so on.
For an example, when you have directional gun shots all over around you, 360 degree, the guns shots being directional wasn't helping at all.
To improve on this, sounds were prioritized from important to non important. For example, an enemy gun shot that is firing towards player has much more priority than an enemy gun shot that is not firing towards the player. And enemy gun fire has more priority overall than friendly ones.
By this sort of priority, higher prioritized sounds are keeping their volume same, however, lower prioritized sound's volumes are adjusted while high prioritized sounds are played, making it more relevant to your surrendering instead of constant loud noise.
7 minute gameplay with this implementation;
In BattleBit, before, all the sounds were mixed up and it was super chaotic, even with the 3D sound stuff. You couldn't really tell what was going on. But now, we've made it so the important sounds are louder and the less important ones are quieter. This way, you can actually figure out where the enemy is and where the shots are coming from.
Ad...
The sound muff length reduced to 1.5 - 2 seconds
• Additionally, the sound muff adjusted based on damage you received:
• The sound of enemy gun fire + enemy footsteps will not be affected from sound muff, making it even stand more for a second when you get shot.
• Start of the round, instead of randomly grouping up with random people, you will be asked what sort of squad you want to group up.
Note: Currently there is 3 different types, from #1170727258537865367, can be added more or adjusted in future, this is currently base implementation
• The font of the range finder will have a black outline so it doesn't blend with white background.
https://discord.com/channels/303681520202285057/1180229844651479130
• The footsteps of players will scale linearly instad of logarithmic.
• The gun crack causing weird pops on some players fixed.
• Voice chat of players will no longer be affected by sound muffle.
• The sound muffle will be only active when player is bleeding or when down, will no longer be active when player gets shot without bleeding.
• The enemy gun shot's low pass filter when player is under fire reduced.
• Additionally the muffle's intensity decreased.
This is currently how it stands.
• Added few items for character customization as a reward for prestiges.
For now its have a big gaps, more to come to fill at future by more options to customize characters.
• Audio muffle disabled for main game and reserved for hardcore - milsim mode.
• Footsteps being too loud when players is very close fixed.
• Time to time, voice chat being quite fixed.
• Added Digital camo pattern's
• Backend implementation for new stuff coming.
• Headshot kill count per weapon will be stored.
• Kodiak - Added a canal + underroad pass between Villa and Power Plant.
• TensaTown (Invasion) - Stage 1 and Stage 2 borders slight adjustment along with adding few object to provide cover on open field places.
• New cosmetic option for weapons, ||weapon charms|| added.
Note: Still working on it but pretty much physics, and UI are done.
• New stats will be tracked.
• Gold mastery camo get animated sparkles on it.
• New challenge-style content have been added.
For example, supply X ammunitions to unlock armor X, get 50 kills from over 500 meters with X weapon to unlock X cosmetic for that weapon.
The new way to unlock things will be applied not only to cosmetics but also to gameplay elements.
The best example would be;
• The sniper class, which currently can unlock ranger armor that gives extra ammunition at level 150 only. For a sniper player, that would take a very long time, so with the new update, they will be able to unlock an alternative armor by completing a few tasks:
make 1000 kills above 500 meters + destroy 50 gadgets.
• The support class will be able to unlock ranger armor and regular armor by completing support-related tasks.
This system will allow players to evolve and progress in a new way and unlock what they wish. More classes in the future will get their own unique tasks to complete.
Additionally, wearable items unlocked by tasks will remain unlocked after prestige.
• All side rails attachments models was updated. Green laser get own unique model.
• Fixed issue that was blocking ability to select SV-98 Legacy skin.
New Weapon/Attachment Ghillie Camouflage + Physics were added for players to unlock.
Note: Not all weapons will have ghillie camouflage at start. Over time, will be adding it to other weapons + different ghillie camouflages.
• Update 3D Mesh of Side Rail and Barrels attachments along with Skins for attachments that player can unlock via kills with attachment X on gun.
• Shoting Range Targets at Bunker was raised.
• Updated map top-down images . Player will now able to see a Topographic Lines of terrain shape
New Barrels models overview.
New SideRails models overview (Front + Back side)
Example of new map top-down view image.
Follow similar style to old one, but display extra information like:
• 3D Roads models display different colors - Brown-Orange in our case to easy navigate in city.
• Underground parts of map now visible and more clear. (Except Frugis subway, its a mess).
• Player can see low-canals and hing hills to build a safe apth way. Vehicle drivers can see a extreme slops where are vehicles wont be able to climb on. The more closer topo-lines to each other = the more extreme slope here.
You can examine more here #1019646373794152478 message at #1019642813576646767
Road to new map.
You can find and discuss teaser details in thread below: https://discord.com/channels/303681520202285057/1200965433940000798
Roads will become wider on new map! #1202607240956223579 message
<@&507295608487411716> Devstream #22 is Live now!
https://www.twitch.tv/battlebitofficial
Next level of Urban Combat experience on horizon!
• Shooting Range - Some difficult targets was raised to make it more easy to hit. (Bunker Area and long shoot kill house area);
• Added Rush support to Basra,Zalfi Bay maps;
• Added some fences line as additional cover along fields on DustyDew and SandySunset;
City will provide to you many safe routes, one of them located under highway. The Highway grid cross whole city and part of outskirts suburbia area.
About verticality gameplay at City Centre. You can access to first two floors and rooftop only and in some case's pre-rooftop level.
Map will keep sandbox nature and players can tear-down any building at map.
The canal divided the city in half, so control of the canal is important task to prevent the enemy from crossing into the second part of the city.
<@&507295608487411716> Comfy little surprise stream.
Just chill and a bit of modelling.
https://www.twitch.tv/battlebitofficial
<@&507295608487411716> Devcast #23 is up now!
Showing how we make our Worlds feel more alive!
come and join in on twitch
<@&507295608487411716> another Comfy little surprise stream.
we continue with grips.
https://www.twitch.tv/battlebitofficial
https://youtu.be/Q3_FLBhQKBs Latest devcast is online
WOOOOOO, that's some real spice in this Update!
The Environment is more alive now and so is the Player with the Infantry overhaul. But words can't explain what you are about to get, so see for yourself!
Chapters:
04:13 attachment update
06:19 showcasing animations/movement/sounds(suppressed)/map
10:31 unsuppressed sounds
11:11 tac sprint
15:26...
View of the city from a highrise.
<@&507295608487411716> GRIPS! GRIPS! Get some freshly made Grips!
Now only in this stream!
• Updated grips attachments models from Larry + skins for grips that you can unlock by kill (100,200,300,400 etc.)
<@&507295608487411716> Come look at these 2 Beautiful people why they work on the game.
<@&507295608487411716> Devcast #24 Now!
more Updates and more insights!
come and join in on twitch
<@&507295608487411716> whoa, is that some real sight action?
Yes it is! and that live on Twitch!
A view on compounds and alleys of new map with some opportunity for parkour on roofs.
<@&507295608487411716> Last stream before I will leave to GDC & PAX
But until then, lets do some work over on Twitch!
<@&507295608487411716> Devcast#25 is live now!
Showing the new Vaulting - Firing and Scopes live on Twitch!
https://www.twitch.tv/battlebitofficial
• Some memory optimization by reducing texture size of Gadgets and adjusting UV islands of Gadgets.
After implementing a new skins system at 2.2.2 Update on December 1 (2023), we forgot to clean up some old textures that was eating a bit amount of memory 
Probably that was causing a crash on big maps at 6 GB memory systems [ 2 GB System + Background apps +++ 4 GB Game usage];
More optimization also will come from Audio Library usage in update.
Beside new big urban map called Mesa
, Battlebit will also receive one more new map called Peaks
that will take a place in Mountains and Hills full of verticality landscape experience.
Funny fact:
Map "Peaks" was in development for a while since 2021, due game must need to have some pretty vertical map to play on, because majority of current maps is mostly flat.
It was comlicated to make a map with verticality that will benefit each playstyle and class, not just only snipers and tanks on hills.
Since 2021 this map was reworked completly 3x time before public release on game build.
||Some of you probably do remember old screenshots of that map with Famas teaser on it and snow.||
Glad that collecting new data and learning a mistakes from previous maps I'm finally managed to get final shape of map.
More information will be shared toward next DevCast and release of update timeframe.
There is much more to show, ||because that map contain a secret for player's that do enjoy indoor close combat fight will happy to experience in ful capacity :)||
<@&507295608487411716> we are doing a late night Development Stream with @nocturne barn and @young vessel
Jump in if you want to see what is going on
https://www.twitch.tv/battlebitofficial
• Sandy Sunset - Frontline Ultra/Big new experimental layer with increased objectives number per stage [6 objectives active at same time ] and reduced distance between objectives. Also add ramp on cliff to let you leave middle of city without using graphlin hooks.
• DustyDew - Added Experimental Frontline layer.
Distance between objectives now 150-250 meters instead 400-700 meters.
Instead 3 active objectives at same time we will try 6 objectives. It will give more spawn options and make fight more intensive across all routes. ```
• Old Pines models was updated
• Grass shading improvement
That improve visibility and smooth grass fade blending to terrain over distance.
Although more flat shading make grass look less detailed, its a trade to improve visibility and make user less tried from scanning horizon for an enemy ```
``` Left part of image is how was grass Before, and Right part of image is how it's in upcoming update. You can observe how noise was visibility before on left side, compare to right side of image. Each image contain 7 enemies on it. ```
Moved todays Devcast to tomorrow as I sadly wont be able to be here in time.
Cya all tomorrow! 
👀
• ZalfieBay - fixed extreme brightness of colors on map.
• return of some Classic factory colors on whole gun or part of guns to make them look more unique at begin. [Keep in mind that you still can apply camo on top of guns to change colors of all weapon parts]
Ghillie Suit's support added to following weapons:
AK15,AK74,L96,M4A1,M110,M200.MK14,MK20,MSR,Rem700,SSG69,SV98,SVD
<@&507295608487411716> Devcast#26 is live now!
Progress Update on how much is already done, maybe with a sneak peek 👀
Live on Twitch!
https://www.twitch.tv/battlebitofficial
• Basra - Frontline Gamemode Support added;
• Some Supporter Pack weapons now do have ability to apply a camo on it : Kriss Vector , Ak74 , AsVal [+ Klean skin ] , G36C [ + Veteran] , MP5 [ + AtomicDuck + Patreon ] ,MP7 , Scar-H [ + Patreon] , ScorpioEvo ;
Basra - Frontline gamemode layout
Both teams will fiercely fight for the wrecked ship in order to gnaw their way to land on opposite side.
This was a heavily requested, ability to switch weapons while aiming. While working on other stuff, implemented meanwhile.
• Outskirts map - Frontline gamemode support added.
New StrikeFire;
Compared to old version:
<@&507295608487411716> Devcast#27 is live now!
One step closer to this major update.
Live on Twitch!
https://www.twitch.tv/battlebitofficial
I wanted to show this during dev stream yet it's wasn't fully ready so here it is.
Very short summary about footstep sounds;
It is not 100% accurate like real life due to performance reasons (do not want to hurt performance of the game), yet, it's accurate enough to do the job.
Indoor example of footstep sounds.
Objective itself wont have a spawn point, to avoid trapping players on island. Only spawn on water vehicles and probability extra APC on island.
Island itself will be redesigned in some sort of old Castle, so you can have a fight inside objective without worry about snipers on neighbor islands.
• Objective will be featured only on Conquest 127v127 gamemode!
• ZalfiBay map - Conquest Ultra layout - Added objective G to the Island.
Well, here you go - a isolated objective at Island on Gulf of ZalfiBay map. Designed in a Castle/Fortification direction with few points to enter inside.
You can examine new top-down view of area from Discord forum #1152630937327247451 message
----- Combining all the updates regarding to the footsteps, here they are -----
moved devcast to sunday, got some complications with schedule
https://discord.gg/y8ydhq4k?event=1234216580209053869
Hello, everyone!
We are still hard at work on the upcoming update but I have decided that, with the addition of two brand new maps in the upcoming update, I am going to begin the process of reworking a map. I would love to hear your opinions on which of these map needs it the most:

- Build the center around a container shipment area.
- Adjust the ambient lighting to be less red for better visibility.
- Retain the container area and add more interesting objectives around it with a grid of rivers that will be comfortable for boat travel.

- Update the map visuals with gameplay fixes for the base camping and moderate verticality.
- Possibly theme it as a destroyed city after a major earthquake.
-NOTE! The current Namak will stay on official servers, we just will upgrade OLD one Namak that you can currently only experience on Community servers. So after upgrade this map will come to Official Server rotation under a new map name.

- Make the map more compact and reduce the distance between objectives.
- Create two lines with three objectives each: one line dedicated to vehicles and long/medium-range combat, and the other centered around a Nuclear Power Station with close combat action.

- Reimagine the layout while keeping the main loop around the bridge.
- Improve combat on the bridge.
- Make more meaningful borders of map with less dead space.
Your feedback is valuable, so please let me know which option you prefer!
Also you can debate your opinion on thread below and unfold your point of view.
• Larry: Improved all weapons normal shadings
Thank you everyone for participating in the map poll!
Your votes have an impact our path in terms of upcoming maps.
In order, we will first rework Wakistan, followed by a new map inspired by the old Namak layout. Once those two maps are delivered to the game, we will conduct another poll, which will include River and Valley again, plus six more maps to vote on.
Yo <@&507295608487411716>
Back with a Devcast!
join in here
it does look like we have the 22nd now! <@&507295608487411716>
Back with a Devcast, so get some snacks and drinks. We got some stuff to show!
join in here
Each map will have own biome, and each biome have own preset of lighting and weather. Its mean that on Desert maps the rain going to be rare, while in maps located near north pole there more chance to catch aurora at night
Key changes:
- Longer and wider bridge with the ability to step down from the bridge at the midpoint. Increased protection from snipers to let you focus on close-medium range fights on the bridge and below.
- Reduced death zones across all game modes with alternative routes.
- Denser forests between objectives providing extra cover from long-distance sniper fire.
- An alternative way to reach the middle of the map without using the bridge, allowing players to avoid the heavy combat area if desired.
- Instead of a small bunker island on a cliff, there will be a border checkpoint objective with a tall wall that divides the map into two parts. The wall can be destroyed from both directions.
- Old PoI like Quarry and Sawmill have been expanded for more interesting combat.
- New PoIs like Marble Factory and Wood Processing Plant are placed near the main bases of each team to balance the domain objectives. The old Quarry was an overpowered objective to defend against enemy attacks from the main base.
- While the Radio Tower PoI has been removed, a new Village PoI has been added. The Radio Tower PoI may be revisited for a unique layer in Conquest 32v32.
- A three-lane road design for more natural vehicle and infantry flow between PoIs and objectives.
- All roads are now twice as wide to improve the driving experience.
- Conquest on the new Wakistan map will provide two transport helicopters per team instead of one, and an Attack Scout Helicopter at the start instead of spawning in the middle of the map. Additionally, there will be two tanks and three APCs instead of no tanks and one APC.
- Conquest and InfConquest will feature two layers, ensuring that multiple sessions on the new Wakistan map will cover all PoIs.
Hey <@&507295608487411716>
As we already mentioned on last Devcast, we will move this one to the next one.
So therefore there is no Devcast today.
See you all on the 20th or during Development streams until then!
<@&507295608487411716>
OOOOOOOOO,
Who's around here and ready for some Devcast?
Coming in Hot and tasty right here:
Watch Devcast Live (No Rickroll)
Latest Devcast Live on Youtube now:
https://youtu.be/NXHwSDrmvjY
Welcome to the Official BattleBit Devcast !
In this episode, we share the latest insights and news directly from the development team. We're going to be running through new features, what's next, and taking a look at the new UI layout as well as some highly requested community features.
Come behind the scenes and see for yourself what makes Ba...
Hello, dear Battlebit Community!
It's time for a River map rework! The old layout, featuring only the Shipment area and the Office building as main objectives, wasn't iconic or enegaging enough. Now, with your help, we are going to collaboratively create a more engaging and diverse version of the River map, while keeping the old favorite Points of Interest (POI).
The current map only offers a lot of engagement in the middle, where both teams clash head-to-head in the Shipment area, among numerous containers and the expansive multi-level Office compound. Beyond these areas, there's little reason to fight elsewhere. Combined with poor visibility and lighting conditions, this map has become monotonous and lacks replay-ability.
Below, you'll see four distinct concept layouts that could potentially become the final map. Please note that the position and distance between objectives in these sketches are not final and will be adjusted during production. Currently, it's too easy for boats to get stuck in shallow waters. So, the river's width and depth will be balanced to ensure better navigation for water vehicles and seamless crossing for ground troops.
Now, we need your input! Examine these four layouts and vote for the one you would like to explore beyond the Shipment and Office areas.
Lets examine layouts below:
Layout Details
All these layouts share a common "River" theme, as the map named "River" should provide water vehicles with mobility advantages over ground vehicles, making them crucial in the fight.
• River A: A single wide river divides the map, with each team controlling their own half. Objectives are spread out to increase distance and map diversity.
• River B: A main river with two smaller connections allows for flanking by boat. The river divides the map in half, with each part containing the main bases of both teams, reducing the number of river crossings needed for ground forces.
• River C: Objectives are placed more linearly for a natural player flow. Two main rivers serve each team, with smaller rivers providing movement opportunities for water vehicles.
• River D: One main river runs across the map. All objectives are placed in a line along the river, allowing water vehicles to move quickly forward and backward without the need for ground forces to cross the river. However, this layout might make water vehicle gameplay less interesting due to the limited movement options.
Voting and Discussion
The final map concept will be refined to address any potential downsides such as POI's and objectives being changed, based on community feedback. This rework is a great opportunity to explore more asymmetrical layouts and preferences.
Just a quick reminder of our maps development journey so far!
As you remember, we had a community poll #dev-wip message in the BattleBit Remastered Official channel. The community voted to prioritize a brand new urban fight map as well as the reworks of Wakistan and River.
We're excited to announce that this new map is well underway, inspired by your feedback and the dense urban combat experience we all crave.
Please note that this is a brand new map and the current Namak will remain in the game!
We’re excited to introduce a new map inspired by the classic Old Namak. Beloved and controversial in 2018-2019, Old Namak was crucial for testing our netcode stability under intense, chaotic conditions. However, as time has passed the map has started to show its age with several issues:
With these challenges in mind, we’ve begin development of a new map called "Aftermath," based on Old Namak. Players will battle in a city ravaged by a massive earthquake, resulting in demolished buildings and ruined roads. Here’s what’s new:
River rework part 1
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River C
Hey folks, we're pushing today's dev cast to next one. We'll still give you an update on what we have been working on below.
The game's new HUD design is almost finalized, we're still in the process of implementing it. The scoreboard is getting a fresh new look, making it look more consistent design with other UIs we have done so far. We're also improving the screen that shows up when you click on a player on the scoreboard (currently used to mainly report the user). It will now bring up a full page displaying the clicked player's stats, including kills, deaths, objectives completed, and more, similar to the soldier tab you have in main menu. Meanwhile, the 3D art team has been working on reworking some of the vehicle models.
• Icon designs for flags - squad mates.
• Scoreboard (Still subject to change, adjusted)
• Design reference for game HUD
Note: This design is still subject to change. Is it not final, the positions of the kill log etc are experimental
First look at Objective D - Office on the new map Aftermath.
Compared to the old Namak objective, the new objective offers much more space around it as well as more entry points to the office. Additionally, the new roads are not only wider, but you'll also find examples of cracks in the road that provide cover in the middle of the street.
This photo also serves as a great illustration of the visual and environmental complexity evolution in Battlebit between 2019 and 2024.
Objective E
In Old Namak (Aftermath’s predecessor), Objective E lacked purpose and detail. Players recognized it mainly by the nearby parking lot. In the Aftermath map, Objective E will feature more engaging Points of Interest (PoIs) and vertical gameplay elements.
The entire objective is now placed on top of a construction site with a Construction Crane and a pit that allows for combat below street level. Additionally, Aftermath will introduce a new Construction Crane that can be taken down in multiple directions, similar to the Windmill from Valley or the Radio Tower from Sandy Sunset.
The objective itself has been expanded with more pathways, offering more movement options compared to the open and compact space of Old Namak.
To capture the objective, players will need to enter the construction buildings, leading to intense close-quarters combat. SMGs will be your best friend here.
Hey Gangsters and Gangsterinos,
Just a quick heads up—we’ll be heading to Cologne on Saturday to help the crew set up our booth at Gamescom. This means, unfortunately, we won’t be around for the Devcast, so we have to cancel it again. 😔
For those of you attending Gamescom, we can’t wait to see you in person! And for everyone else, we’ll catch up at the next Devcast—promise it’ll be worth the wait!
Thanks for understanding, and see you soon!
Objective A
The shopping mall objective on Old Namak was pretty compact and not comfortable for close-quarters combat. Predicting enemy positions while capturing this objective was hard to pull off due to the availability of two floors and the ability to stay on the roof while capturing the objective.
in the new shopping mall on the Aftermath map, the structure has become bigger, more predictable and simplified. It has a tall ceiling, but players can only access a single level with various elevations.
Additionally, while you are fighting inside the mall, you'll be more secured from outside fire due to the small, narrow windows. This makes controlling this objective more engaging.
Objective C
One of the most intense zones on the map, where both teams clash in a relentless battle, is the Pedestrian Overpass, situated at the heart of the action.
In the old map, this area had significant issues, particularly a lack of adequate cover. The fully accessible buildings, with their 100 windows and multi-level access, left players vulnerable to snipers from each team's main base, resulting in a chaotic and uncomfortable gameplay experience.
The Aftermath map introduces several improvements to this crucial location:
Building Design: Surrounding buildings now limit access to the first floor only and are tall enough to shield players from sniper fire outside the objective. While enemies can still climb to the rooftops, staying there will be risky due to increased exposure to snipers.
Controlled Entry Points: The number of entry routes to the objective has been reduced from the previous map's open design to just 6 specific paths. This change will help the defending team better manage and control the flow of enemies.
Increased Cover: The addition of road cracks and rubble from damaged buildings has tripled the available cover within the objective area. Along with standard cover like cars and palm plants, players can now use road cracks for safer street crossings. In some places, earthquake shifts have even pushed road cracks outward, providing extra protection from long-range fire.
Strategic Rubble: The demolition of the Pedestrian Overpass now leaves behind tall rubble, which splits the objective into two, altering the dynamics of firefights in this area.
Expanded Area: The objective has doubled in size, thanks to wider roads. This expansion allows for more cover options and comfortably accommodates more players within the objective.
Anti-Sniper Measures: An experimental, indestructible anti-sniper tarp now hangs between two buildings in some places of map, effectively blocking snipers from controlling the entire objective.
The final objective on the map will feature a completely new environment. Previously, it consisted of a few tall buildings and a subway station that the USA team used to escape when the RUS team trapped them at the main base. The old design was somewhat problematic due to limited and predictable spawns, which led to spawn camping inside the subway area, and a long, straight road that separated the objective from the rest of the map. Crossing the street was almost impossible because the enemy team could easily control it.
In place of the subway station, there will now be an Epicenter location, where a district of buildings has collapsed due to an earthquake. Players will navigate through the ruins, introducing a vertical element to the gameplay and adding a touch of chaos.
Unlike the old Namak map, Aftermath map will not feature a subway system or sewer tunnels for several reasons:
The Aftermath map is nearly finished, only requiring some cosmetic adjustments between objectives and more cover along the streets. I’m personally excited to see how players will adapt to this urban environment, with its reduced chaos. Aftermath will offer varied gameplay across different objectives and could serve as the blueprint for future Battlebit maps set in dense urban areas.
The map Aftermath is completed! Here is a top-down image along with a step-by-step video of how the map progressed during the development process.
While my current focus in term of maps is on post-update content, it's also a great time to revisit and improve older maps. The new, enhanced lighting and weather conditions have shifted the game from a cartoonish look to a more natural and realistic aesthetic. However, one thing has always felt off to me, and with the new lighting, the issue has become more noticeable: the lack of background terrain that provides a sense of scale and makes the maps feel larger.
For a long time, it bothered me that the playground area was disconnected from the background terrain. Previously, the background consisted of a few primitive meshes with simple tiled textures and large gaps between the chunks, which caused cars to fall off the edge of the map.
With the new update improving visibility distance and making the overall image clearer, the old background would become much more noticeable and out of place. Because of this, I did some research and found a way to create better-looking terrain without impacting performance, seamlessly stitching it together with the playground area.
The new background terrain will also support physics layers, meaning cars will no longer fall off the map's edge. This was especially a problem with maps like Construction and TensaTown, where the main bases were close to the border, causing players to drive off into the void.
Each background terrain will be three times the size of the playable area. For example, if you're playing on a large 2x2 km map like Valley, the background terrain will be 6x6 km, and in perfect weather conditions, you'll be able to see far into the distance.
Now, every live Battlebit map will feature stunning mountains in the background that will be visible from almost anywhere, giving players a sense of scale and new points of interest for navigation. This new background design will especially enhance smaller maps due to their narrow borders.
you can share your opinion about new Background terrain in thread below
here is example of actual playable terrain size vs background terrain.
In the spirit of Halloween, we have have a a few treats to share with you all!
Similar to what Vil has been doing with his map updates, I'll be giving more regular insights into what the modeling/art team has been working on.
Quick disclaimer: The art team wrapped up work on Update 3.0.0 - Operation Overhaul some time ago and has since been focused on upcoming updates. Please keep in mind that some of what we’re about to showcase may not appear in the game with the upcoming update but rather future updates.
Alright, so apart from a few little fixes and creations, we have been focusing on retouching a lot of the assets in game to bring everything up to a better level of visual flashi-ness. Simply explained, some of the assets in the game haven not changed since their creation in 2017-2018. Since that time, a lot has changed in how we create the worlds you play in. It was time to bring everything else up to a new standard again.
Here are some of the Highlights from this visual upgrades and reworks:
Scar-H new(Foreground) and old (Background)
M249 - new(Foreground) and old (Background)
MK14 - new(Foreground) and old (Background)
And another 6 more that have had their upgrade.
Additionally, map vehicles will get a texture rework or full rework depending on the state of the mesh. That change is still actively being worked on but here is a small sneak peek:
Although it may look similar to the current in-game version, the updated forklift features more detailed textures and a complete mesh and texture overhaul, bringing it more in line with modern visual standards. Each of the 36 vehicles, along with their 5-8 color variations, will receive similar enhancements as part of this extensive project.
New Stuff:
A more extensive project, which will take some time to complete, involves creating a more detailed skin customization system for all weapons. We have started work on this initiative this week and have finalized the design concepts for the different variations. Here’s what you can look forward to:
This customization will need to be implemented across 54 weapons, plus any future additions. It's far from a quick 20-minute copy-paste task unfortunately. For the coming weeks, this will be the main focus of what I’ll be sharing here.
Well, look at that—a new update from the developers on the art and design side!
Quick Disclaimer: The art team wrapped up work on Update 3.0.0 - Operation Overhaul some time ago and has since been focused on upcoming updates. Please keep in mind that some of what we’re about to showcase may not appear in the game with the upcoming update but rather future updates.
A quick word - Art Report 1 or just read above
Recently, we shared insights into the weapon rework project and other ongoing initiatives from our Art Team, focusing on creating more detailed skin variations for each weapon. If you missed our previous post, you can catch up here:
We have made good progress on the project during the past 2 weeks and here is a look into it already:
Before we get too excited about the ghillies looking different or how some weapon variations are “missing”, let me clear some things up:
-your art Team
Also a friendly reminder: Fridays and Saturdays, we’re excited to hang out with the community during our weekly game night held in the discord. Fridays are hosted by TAW and Saturdays are hosted by UWS. It’s a great chance to jump into some fun custom matches, play in big groups on official servers, and to meet other community members. Friday we will be playing a custom game mode called “Deagle Master”.
If you’ve got thoughts, feedback, or just want to simply chat, we’ll be there to listen and connect. And if you can’t make it this week, no worries—this happens every Friday and Saturday, so there’s always another chance to join in.
Hope to see you there!
https://discord.gg/YZkSrgNe?event=1305310099782500514
https://discord.gg/YZkSrgNe?event=1305141611004428338
Following our last update on background terrain for all maps, it's time to reveal the upcoming developments for Battlebit maps. I'm currently focused on reworking two significant maps: Valley and Sandy Sunset.
The last rework for Sandy Sunset was on April 23, 2022, alongside the release of Valley on February 5, 2022—over two years ago. Since then, gameplay changes and accumulated map-related issues have highlighted areas for improvement.
These maps feature large-scale areas and extensive sniping ranges. However, this design has led to:
Rework Objectives
The goal of this complete rework is to:
Let’s start with the updates for Valley.
The current layout of Valley has led to gameplay stalls, with both teams often hesitant to advance due to exposure to snipers and tanks, particularly around the Nuclear Power Plant (NPP) area. The upcoming rework addresses these issues by creating a more compact, parallel map layout. This change reduces travel distances and enhances gameplay flow, making the map more engaging and dynamic.
The reworked layout, illustrated in the accompanying image, significantly shortens travel distances, providing a more varied gameplay experience. Previously, players had to cover 450-500 meters, taking around 50 seconds in optimal conditions, often leading to repetitive gameplay around the central objective (C). The new layout places objectives about 250 meters apart, reducing travel time to approximately 30 seconds.
The new layout includes three objective clusters with shorter distances between them, allowing infantry to swiftly transition between open and secured areas.
Increased Objective Count
The number of flags has been increased to six, providing more opportunities for players to spawn closer to the action and reducing the walking distance between objectives.
Redesign of the Nuclear Power Plant (NPP) Area
The NPP has been entirely reimagined, now featuring multiple nuclear plant blocks and cooling towers. This new structure adds tactical cover, making it more versatile for infantry engagements and balancing gameplay for both infantry and vehicle players.
Much like the Wakistan map, Sandy Sunset has undergone numerous reworks and improvements. Similar to the Valley rework, this rework aims to resolve issues with travel distances, campers, and safe-zone exploits by enhancing map flow and gameplay balance.
**Safe Zone Adjustments and Terrain Modifications **
In the current version, players could exploit the map’s mountain edges, staying within safe zones while dominating large areas of the battlefield. To counter this, safe zones have been pushed further back from the objectives, and the terrain has been redesigned. Players must now leave the safe zones and expose themselves if they want to gain visibility over the battlefield.
Asymmetrical Layout for Enhanced Gameplay
The new map layout is slightly asymmetrical, centering primarily around the City, with a few objectives positioned outside to accommodate vehicle and sniper gameplay. This layout will undergo playtesting to ensure balanced gameplay. City is now 40% bigger than before!
Increased Objective Count
The number of objectives has been raised to seven in the Conquest mode, allowing more strategic opportunities and reducing distances between objectives for improved pacing.
The Sandy Sunset V3 rework is crafted to enhance map flow, gameplay balance, and tactical depth, offering a more immersive experience for both infantry and vehicle players.
Intense Urban Combat in City Objectives
• Close combat will be concentrated in urban objectives, making for fierce engagements within the city. Players can expect more tactical and fast-paced firefights within B, C, E, F, and G, with snipers strategically covering the outer objectives.
Enhanced Role of Snipers and Key Spawn at Base D
• The central base (D) provides the most valuable spawn point, granting quick access to the city. Defending this location will be challenging, as enemies can approach from multiple directions, making it a crucial but high-risk position to control.
Restricted Verticality in City Buildings
• To create more manageable and fair gameplay, city buildings now have limited verticality, focusing on the first floor and rooftops. This change reduces chaotic multi-level encounters and fosters a more focused urban combat environment.
Urban Gradient and Historical Elements
• The town design features a gradient from taller buildings at the city center to smaller structures in the outskirts, creating a diverse landscape. Long, wide roads remain but now include underground overpasses for safer movement across open areas. Additionally, remnants of castle walls add a historical touch, enriching the map's visual appeal.
Natural Terrain and Cover
• The updated terrain introduces more green forests and grass, giving the map a natural look and providing terrain cover around the town, especially to protect against long-range snipers.
Industrial Sector and Railway System
• An industrial sector and a new railway system diversify the map, adding distinctive areas that allow for memorable callouts and encourage varied gameplay tactics.
This rework prioritizes balanced engagements, reducing sniper and tank dominance from safe zones, by promoting varied tactics and dynamic firefights across the city and its outskirts.
You can share your opinion in the thread below.
• SandySunset V4 Rework
Layouts for Conquest,INF CONQ,Domination,Frontline.
You may have noticed a few snippets of a few unrecognizable maps, one of those being Aftermath.
Based on the fan-favorite Old Namak and then promptly drop-kicked by an earthquake, Aftermath turns a once-bustling battlefield into a cracked, crumbling mess of urban chaos. I reached out to the level designer of Aftermath, Vilaskis, with some questions. Vilaskis has designed all Battlebit's maps since the project first started. Here are his answers, straight from the source:
The center of the map, Objective C, is especially engaging. It offers ample ground-level cover, such as the cracks in the road that players can hide in to evade sniper fire. There’s also the ability to destroy pedestrian overpasses, which can effectively block enemy lines of sight across the street.
This is all coming with the new update: Operation Overhaul https://youtu.be/QbggSwxssFU?si=gLd68Np0__U7HJS0
New End of Round screen with stats on top players, you, and your squad!
Based on your feedback we made some changes to the new end of round screen.
Who is top gun here
One of the primary goals of Operation Overhaul is to totally refresh the experience of playing BattleBit, providing enhanced and revitalized systems to enjoy. As part of this goal, we decided to make significant graphical improvements that elevated our art style and provided new gameplay opportunities. By enhancing visuals and optimizing our rendering pipeline, we have opened the door to exploring areas that were previously impossible for BattleBit.
One major focus is ambient and environmental lighting. With the previous technical limitation of only eight light sources, the desired effects simply could not be reached. We built a new system designed to meet our desired visual fidelity from the ground up. The entire rendering pipeline as been scrutinized, torn down, rebuilt, teased and tweaked for peak implementation.
As a result, BattleBit will now feature lit exterior street lights, desk lamps and more. Any light sources we need we can now manipulate; all with the low graphic requirements that players have come to expect. This allows for a high density of lights across night maps, which you will be able to smash, shoot, explode and run over. This change will make fighting in the after hours more immersive, engaging, and interactive, giving players a new experience on all of our night maps.
Operation Overhaul will include a complete rework of Height Fog, God Rays, Ambient Occlusion, deeper shadows, increased game rendering distance, increased shadow rendering distance and more. The BattleBit we will all play, moving forward, will look leaps and bounds better from its current iteration. When we made this decision, we also committed to ensuring that players using older hardware will not be left in the dust and updated out of a game they love. The systems that run BattleBit today will be able to run it just as well with the update’s release.
BattleBit’s maps range from close quarters chaos to sweeping battlegrounds, and we’ve made sure that fog fits, floats, and feels just right for all the environmental styles offered. This addition also provides a better sense of map scale and height while navigating the terrain.
Unlike volumetric fog, the effect is utilized by using depth masking and shadow masking which is lighter on performance
We are also bringing in God Rays to really let the revamped systems shine. As you run around the cityscape of Lonovo for example, a quick skyward glance brings the full height of the buildings into focus.
That same depth and shadow mask is used to create the light shaft effects that really make sunrises pop
The buildings of BattleBit will now feel more like enclosed spaces as Ambient Occlusion (which allows for more realistic shading in the environment) and our deeper shadows bring proper depth to the room.
We’ve ramped up the view distance and the shadow rendering distance, allowing clear views of the entire battleground; weather permitting. With the engagement ranges possible on our maps we wanted to ensure that if you’re crouching in the shadows, a player hundreds of meters away will see the same shadows. We have specifically tuned the intensity of the weather combinations to maintain good gameplay balance and combat flow across all players’ settings selections.
The additional rendering distances and background visual upgrades make the maps feel larger and connected to a BattleBit world
There’s a lot more changes coming with Operation Overhaul and we are excited to share them with you.
This information is also available on https://joinbattlebit.com/visual-changes-overhaul
We’ve been hard at work on a big update, Operation Overhaul, for the past year and a half, and it’s almost ready to playtest. The update includes a ton of changes to gameplay, levels, UI, QOL, balancing, graphics, and many other areas. We know it’s been a long time, and we know that we haven’t shared much for the vast majority of that time. We're in a position now where we finally feel things are ready to be put in your hands for testing, and we hope you're happy with what we've been cooking up.
Here’s a peek at what Operation Overhaul looks like in our current development build.
We also want to give a heads up that we just pushed a patch to fix a security vulnerability with our game engine, Unity. We have no evidence of anyone being affected or impacted, and it’s also been addressed by Steam and Windows. However, as with other games on the market right now, we wanted to be safe and address this on our end too.
Thanks for your patience, and we’ll see you at the end of November!
Another major part of Operation Overhaul is weapons, and we're overdue to show them off. Here's a before and after WIP of gun sounds and 3D art.
Regarding the feedback on the visual recoil, we are going to do another pass and get back to you once we have made some adjustments
With the new ambient lighting, some lights can be shot out while others need to be blown up. 
We toned down the visual recoil based on your feedback. Keep in mind this is WIP, next step is to see how it plays in our next open playtest and get your feedback.
Destructibility improvements WIP. Added particles, bullets will now destroy, and you can blow off chunks of props and structures.
We've made some loadout screen improvements, with simple and advanced views, letting you quickly glance at weapon stats or dive deeper.
Operation Overhaul will feature revamped movement including: faster vaulting that places you on top of objects, a recoil penalty when drop-shotting, prone turn radius limits, and a fix for player snapping or sliding from mouse wiggling.
In case you missed it, Vilaskis added all available layouts on new, reworked and updated maps.
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MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Attachment point visuals improved.
•TopSight placment and visiblity fixed
•Canted Sight's positions are fixed in all weapons.
•Different pipeline asset included only for loadout screen
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MrOkiDoki published an update to your project.
Improved Lighting in loadout screen
Improved selecting points
Fixed magazines - bolt actions for weapons
some minor fixes too
23
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MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Tweak gun rank
• Tweak gun avability
• Honey Badger not able to customize barrles
5
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Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Fixed an issue that bugs attachment indiactor line when weapon is switched
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Vilaskis Shalashev published an update to your project.
• Added source files for New Soldiers model
• Tweaked muzzle flash for Silincer
272
0
MrOkiDoki published an update to your project.
•Renamed silincers to suppressors.
•Added bolt action time stats.
23
4
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Fixed drum magazine on ACR
• Fixed skins for SV 98 and PP2000
• Add VIP skins for SV 98 and PP2000
• Fixed M4A1 VIP Skin
6
0
Vilaskis Shalashev published an update to your project.
• ACR camos fixed
• AK15 big magazine improved model
4
0
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Deleted under barerl section for PP2000
• Tweaked attachments stats
• Start working on Russian language
9
0
Vilaskis Shalashev published an update to your project.
• Tweaked AK74 VIP skin
• Add M4A1 Legendary skin for 10.000 kills
9
0
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Added legendary skin for AK74
• Added experimental magazine for L86A1
• Tweak fire rate
10
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Sniper scope sizes are fixed
•Sniper bolt action / reloading fixed
•SV98 reload animations are fixed
•Added ability to shoot in loadout screen
•Added ability to reload in loadout screen
•Added flashing / standing button indicators for shooting etc in loadout
•Connected those buttons to settings
•Fixed minor bugs
36
8
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
• AK74 Patreon Backer skin tweak based on Patreon backers feedback...
1
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
(New characters models added)
MrOkiDoki published an update to your project.
Fixed M9 mag
Added Attachment Icons
Fixed Weapon Scales
Fixed changing mag in loadout doesnt change ammo
150
79
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
&& (currentSelected != null || currentSelected == this)
7
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Gadget structer is added
•Fixed some bugs in weapon and loadout screen.
•Interactable objects added(WIP)
91
44
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Huge update :D
I am lazy to type all, just update game and see your self.
640
55
Vilaskis Shalashev published an update to your project.
•Tweak physic materials on medium content.
• Tweaked shadow cast on on LOD1
• A small migrating to subfolder
7109
7108
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Fixed Physic Materials.
Added able to throw grenade(With animations)
Fixed the KrissVector
102
17
Vilaskis Shalashev published an update to your project.
• Reworked some buildings prefabs, now all buildings piece and furniture have own physic
589
18
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
no worries
I am not rewriting the entire network lib. Its already good. Just replacing core with something more stable I wrote recently for another project. xd
MrOkiDoki published an update to your project.
•Network Core replaced with something more stable and clean.
•Rewritten network sockets.
•Changed Server list pinging to udp from tcp protocol.
•Fixed unable to restart game server.
•Fixed some issues on game structer.
138
99
*Structure
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Fixing the server hosting IO section(Uploading this due I am so sleepy It's damn 03:34 pm and haven't sleep yet, I don't wanna lose my progress)
13
11
Vilaskis Shalashev published an update to your project.
• Added experimental VFX paticles based on GPU for Explosions and Smokes
64
0
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Unity Version Update to 2019.3
•Changed render pipeline to URP from LWRP
137
2
MrOkiDoki published an update to your project.
*Complete removal of LWRP
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Testings terrain holes.
• remove few non usable content from maps
15
12
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Added 88 elemts (armors,backpack,belts,helemts etc) for character customization
352
0
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Fixed trees double side render material.
• Add skin colors for body,uniforms,eyes variants,face variantes,hair varients and other 66 elements
181
6
Vilaskis Shalashev published an update to your project.
• Tweak cliff material
• Tweak lighting on few maps
50
2
MrOkiDoki published an update to your project.
•Fixed texture assets.
•Added new objects to store starting loadout - character items.
204
206
MrOkiDoki published an update to your project.
Character skin and wearables are now ready for networking.
16
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
just some fixes xd( idk what to write for this )
46
4
Vilaskis Shalashev published an update to your project.
• Tweak gadget avability
• Add start loadout
• Add snow and fall season cliffs
105
32
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Fixed a critical bug that causing crash,
Fixed an animation glitch when player stops from running.
25
0
MrOkiDoki published an update to your project.
•Added 'Mutlithreading' option in settings.
•Added first multiplayer shooting
47
4
MrOkiDoki published an update to your project.
•Added able to move.
•Added different speeds by the ground material (mud etc)
•Fixed an animation issue while switching primary from secondary in running.
•Improved bullet visuals.
•Fixed some issues of animation speed values by weapon
10
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Fixed the weapon collision animation.
•Added server side walking.
32
0
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Progress on weapon and gadgets to use in thirds person view.
55
2
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Fixed an issue of in accurate sync at start of game.
Changed rate of rubberbending depended on ping
11
0
MrOkiDoki published an update to your project.
•Player's primary weapons are synced
•Client's aren't running other player's character physics simulation unless they are too close (Optimization)
•Other Client's animations are update rate depended on distance between your camera and player's position
•Fixed an compression issue that was causing wrong velocity write/read on network.
83
41
Vilaskis Shalashev published an update to your project.
• Ruined buildings now have physic materials.
• Player test skin update
173
12
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
•Poligon test cave and terrain hole
• textures tweaks
• Materials tweak
125
8
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Unable to save Terrain's Ground texture - materials fixed.
1
0
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
• Tweak of magazine count at start.
19
0
MrOkiDoki published an update to your project.
Compass Added.
Magazine Indicator added.
Chat UI added (not working yet)
57
25
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Some UI fixes
•Improvement on quick match algorithm.
12
0
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Added icon for Razor.
• Improved quality of trees
• Added basic fog to scene.
• Added rock details on map
31
14
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Tweaks of few models
• Added rocks to District as details
31
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Holographic sight update
Inaccurate collision sounds fixed.
50
13
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•T pos players and game glitching fixed.
•Added ability to change fire modes.
•Added keybindings for swithing sights
•Fixed Issue where player icon inaccurate in screen space when aiming with a scope.
•Added new scopes.
•Directional hit indicators added.
•Scoreboard changed.
•Connection lost notification fixed when leaving server intentionally.
•Inaccurate time to leave server fixed when pressed LEAVE button.
•Added a smoke particle for smokes
383
60
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Canted Sights Fixed
•Fixed the ability of throwing something while doing bolt pull action in sniper rifles.
22
6
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Fixed unable to see BLEEDING ICON when got bleed.
•Fixed T pos and weirdo poses on players.
•Map bug fixed.
•Tank Icon removed from scoreboard
•Ability to fire while map open fixed.
•Mouse 2 and 3 triggers map drag fixed.
•Fixed the sight switching while zooming in map.
•Fixed ability to aim while map is open fixed.
•Animation glich fixed when space pressed immidently after prone.
•Fixed a stone bug https://youtu.be/LCkdbBScB-Q
•Unable to drag map while map is in overlay mode fixed.
•Fixed ability to stand up inside object while proning or crouching
•Inaccurate gadget count on right bottom fixed
•Ability to reduce recoil while throwing with aiming down fixed.
•Gadget icon was not updating on right bottom fixed.
32
0
MrOkiDoki published an update to your project.
•T pos fixed.
•Cirlce magazine bug fixed.
•Blood Screen fixed.
10
0
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Scope - Smoke gltich fixed.
•Player GUIs fixed.
•Player GUIs are now scaling by distance and fov of screen.
•Magazine Check is now wokring
•Clans are now working.
•Sniper rifle magazine icons fixed.
•Added optional FPS and network stats indicator
10
0
MrOkiDoki published an update to your project.
•Pistols arent firing air anymore.
•Fixed a glitch where visually player looks like shooting self.
•Fixed a major bug where server continuslly reloads weapon if player breaks reload animation.
•Added Visual animations on third person character.
•Animations and sounds are synced on weapons.
•Added a timer after death to respawn
•Fixed rpc system between gadgets.
•Fixed an animation glitch when player runs sideways
•Vaulting implemted.
•Reduced camera shake while jumping and landing.
•Added ability to shoot while vaulting even holding shift key(run)
•Added ability to climb medium height objects.
•Added abiliry to climb large height objects.
90
2
MrOkiDoki published an update to your project.
•Invisible bullets though scope fixed.
•Fixed a where you bug out if you die while vaulting.
•Fixed a visual bug where landing animation does not play after vaulting.
•Tweaked third person climbing animation.
•Tweaked vaulting for better visual experience.
•Fixed left hand glitch when proning with bandage
•Fixed a bug where unable to click scoreboard when ever there is map open behind it.
•Fixed a major bug while syncing squad leader(s) on start of game.
•Fixed a bug where scoreboard squad stays expand when last member leaves the squad.
•Fixed a bug on scoreboard where clicking another squad does not expand on first click.
•Added ability to expand multiple squads in scoreboard at once.
•Disabled unused squads from scoreboard for cleaner visual.
•Added unassigned member count indicator to scoreboard.
•Added an indicator that shows your own squad and self in scoreboard.
•Fixed a bug where player can go under roads.
43
0
MrOkiDoki published an update to your project.
•Fixed same bug where you bug out if you die while vaulting.
•Fixed scoreboard.
•Squads are now working.
•Fixed a bug where dsync TP does not work.
•Added an indicator top of player's head that shows their name and squad.
•Added ability to change the color of players GUI (on top of their head that shows they are friendly) from gameplay settings.
•Fixed a bug where player can not see impact particles throught scopes.
•Lasers are now smaller.
•Added ability to open deploy screen while in game.
92
6
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
•Deploy menu changed a bit.
•Fixed a bug where lasers were invisble throught scopes.
•Added ability to change roles.
•Changed Unica Red dot scale.
•All weapons positions are fixed.
•Fixed ability to enter inside objects while proning.
•Added ability to change loadout and attachments.
•Added ability to change team and suicide.
Vilaskis Shalashev published an update to your project.
• Sync physic settings.
• Metal part deploy
PHASE 01 done
66
0
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
• clean up unused old building and elements blend files
88
608
MrOkiDoki published an update to your project.
•Deploy menu changed a bit.
•Fixed a bug where lasers were invisble throught scopes.
•Added ability to change roles.
•Changed Unica Red dot scale.
•All weapons positions are fixed.
•Fixed ability to enter inside objects while proning.
•Added ability to change loadout and attachments.
•Added ability to change team and suicide.
•Fixed a major bug in networking.
•L86A1 fixed.
•Flirs buffed [From 11hz to 6hz] and made it that shows friendlies as green.
•Fixed a major optimization issue on player animations.
•Scoreboard should be fixed.
•Player models are optimizated.
•Spawn protection added (5 seconds)
183
4
Flirs nerfed NOT BUFFED omfg. [Wrote it wrong there Xd]
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Player models are optimized.
•Player models Spawning / Destroying optimized.
•Registering RPCs functions optimized.
•LODs iterating optimized.
•Muzzle flashes optimized.
•Impact particles optimized.
55
0
Vilaskis Shalashev published an update to your project.
• Replace URP terrain to LUX terrain for backup shadows on terrai (Temporal solution)
2
0
MrOkiDoki published an update to your project.
•Network rubber bending decreased. •Settings Hide UI text was 'Scoreboard' fixed. •Terrain doesn't receive shadows fixed.[By Vilaskis] •Fixed a minor bug where server keeps receives shot request even player is dead and throws exception. •Fixed a bug where player's characters visual models dissaper immediately after they are dead. •Added roles to scoreboard and chat. •Fixed a major bug in networking that increases network bandwidth for nothing. •Hitmarke and kill log added.
79
14
Hitmarker*
Vilaskis Shalashev published an update to your project.
• DMR rifles do not have 15x scopes . 8x scope max.
3
0
MrOkiDoki published an update to your project.
•Hitmarker were loud thats fixed.
•Fixed bleeding damage rewarding on screen.
•Added kill sound.
•Bleeding Rate reduced from 5 seconds to 10 seconds.
•Point log on middle screen fixed (it was bottom to up, now up to bottom)
•Fixed vaulting text stays on middle of screen when crouching while ability to vault.
•Fixed ability to crouc or prone while vaulting.
•Compass was gltiching fixed.
•Vaulting is improved a bit.
•Primary weapon is being selected whenever loadout is being selected.
•Loadout screen selection UI bugs fixed.
•Flir nerfed a bit.
•Suppressor Stats changed a bit.
•Vaulting is now Space as default key.
•Fixed animation bug where players spin when jumped.
•Fixed a gpu optimization issue.
•Flir can not see thought smokes anymore.
•Fixed a bug where player model respawns with wrong body pose.
•Kill log fixed.
•HitMarker animation added.
•Point log sizes changed by point.
•Rain removed for now.
50
0
MrOkiDoki published an update to your project.
•Unable to reload / magazine check in loadout screen fixed.
•Smoke count is 3 now from 33.
•Settings Flir Mode changing title fixed.
•New scope added [TRI4X32]
•Range finders are working.
•Drum magazines are now working
•Sounds settigs are fixed.
•Voice chat optimized.
•Flashlights fixed.
•Visibility fixed.
•Added ability to shoot the ragdolls.
•Added Squad voice chat.
•Added indicator that shows who is talking on left bottom screen.
•Flir nerfed once again, holding lasers agains flir now blinds them.
•Spawning on squads added[no Spawn Protection when spawned on friend)
109
0
MrOkiDoki published an update to your project.
•Added abiliy to turn on/off lasers and flashlights[T is default key].
•Base codes of game mode (tdm) done.
•Added 2 different cameras from both teams (deploy screen)
26
2
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Some reason unity cloud did not post it so =>
•Player name tag is fixed[on differenect aspect ratios it was glitching]
•Main menu weapon stats fixed.
•Added an indicator that shows if hit ignored by spawn protection.
•It seems spawn protection WAS NOT DISABLED if player spawns on player + it was 5 seconds.
•Pinging added [v is default key]
•Fixed a bug where if looking player leaves server casuses errors..
•Fixed a bug where syncing current used loadout index.
•Projectiles optimized.
•In squad, squad name label fixed.
•Made it that blood screen goes away after 10 seconds bandage.
•Some physics optimization done in characters.
•Fixed a major bug occurs when if a player connects to server while a player dies.
•Compass simplified.
•Disabled breath animation when proning.
•Disabled reticle color customization for now.
•Change sniper reticle.
•Changed hold to tacical relaod to double tab 'R'.
•Weapons spreads are 6 times increased.
•Ability to reload and throw fixed.
•Damage drop added by distance,In snipers its reverse.
•Using extended or drum magazines causes slower running and ads.
•Added damage drop off by barrels.
•Fixed unstable tp when dsync happens.
•Fixed gltiching vaulting.
•Added rewarding of long distance kills.
•Added brightness option in video settings.
•Added ambient audio option in settings.
•Unable to save audio settings(except master) fixed.
•Player's loadout and attachment choices are being saved.
•Fixed an issue where leaving server or getting disconnected causes huge
MrOkiDoki published an update to your project.
•Projetile audios fixed.
•Pinging fixed.
•A very MAJOR performance issue fixed.
•Reading streams made in another thread to recude stress on main thread.
•Scoreboard optimized.
•Fall damage added.
•Added basic armors.
•Friend indicators changed.
•Scoreboard sides are added.
•TDM gamemode
•Weapon Balance
•Flirs fixed.
•Fixed a model pooling issue.
•Fixed player model issue.
152
12
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
xd
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Buildings on Azagor has furniture now.
• Tweaked some prefabs layers
61
0
MrOkiDoki published an update to your project.
•One Major bug fixed.[Server and client was detecting a player as dead 1 frame later actual death, it was causing rare unexpected bugs]
•Networking heavily optimized.[Now Reliable Packages are being combined for 1 frame and send at once until MTU]
•Fixed package loss detection. [It was agressive]
•Fixed gadget update calls.
•New M249 and ScarH sounds.
121
12
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Azagor ready to use. Gamemode setup, icon for server browser
32
2
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Brick walls door frame update + added ruined parts for each brick element
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48
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Azagor building ready for desctruction and bake
46
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Added ruined segments for Brick,Wood and metal walls
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Vilaskis Shalashev published an update to your project.
• added destruction parts for concrete buildings
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MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Major bug fixed on armors XD. [Some armors were GOD MODE]
•Major bug fixed on armors XD. Again [Armors were syned wrong with server -> That was causing no damage...]
•Attachments fixed.
92
0
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Unity ignored my update once again...
here.
---Week 1 Update---
•Added 2 frame light to explosions.
•Ragdolls improved.
•Ragdolls synced with all clients and server.
•Ragdolls sync package compressed [from 3.1kb/s to 0.4kb/s]
•Ragdolls physical calculations are now server side. [Less CPU usage for clients].
•Agressive package loss detection fixed.
•Fps depended firerates fixed. Meaning => [30 fps vs 240 fps clients will not affect the firerate of any weapon].
•Added ability to revive players.
•Added dragging.
---Week 2 Update ---
•Snipers bolt action fixed (double shooting)
•Snipers bullets velocity increased.
•Incorrect left hand aligment when having grip in reloads fixed.
•Finding closest ragdoll limb moved to another thread.
•Dragging speed increased.
•Fixed freelook after being revived.
•Grabbing limb distance increased from 0.3 meters to 0.7 meters.
•Added Fullbody view when down + fixed head aligment.
•Server side reseting a bug fixed.
•Ability to turn head increased 2x while down.
•Server side dragging body force increased by player's existance movement direction * speed.
•Fixed a bug where shooting a dead body while player already gave up bugs game.
•Dragging body force syncing improved.
•Dragging syncing improved for bad connections.
•Ability to spawn on down bodies removed.
•Distortion on player GUI's are fixed.
•Added a dead icon to players head to indicate they aren't reviable anymore.
•Voice chat lag fixed.
•A performance bug fixed. Third person character's secondary weapon was not being included to LOD and primary was being registering double time.
•Ragdoll head collider fixed.
•Fallen tree on B footstep issue fixed.
•Weird Head and chest positions with T pos on start of player fixed.
•Dsync of ragdolls fixed.
•Ragdoll physics does not run whenever player gives up fixed.
•Game bugs out when player gives up while being dragged fixed.
•Ragdolls sync linear interpolation maths moved to another thread.
•Added nearst medic into down screen.
•Added Screen effects by bleed out while down.
•Added cooldown to giving up.
•Added an indicator of a player is bleeding out on their chest.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
•Cobra sight made bigger.
•Fixed a bug where holding shoot button + switching weapon makes double draw animation.
•Fixed injured icon stays even player gives up
•Countdown sounds plays while waiting for players fixed.
•Ability to give up made faster.
•Ability to suicide while down removed.
•Repeating voice if player gives up while talking fixed.
•Dragging continues working if player downs while dragging fixed.
•Snipers nerfed.
•Added new icons on map that indicates if a player is down or not.
•Added capability of seeing bleeding players (only for medics)
•Ragdolls optimized.
•Server side ragdolls optimized.
•Player's dead icons does update on map accurately when they down.
•Added an indicator when player is being dragged.
•Added 1 second delay to ability to spawn after death screen to prevent misspawning.
•Added connectin fail codes to connection screen.
•Player's will not get fall damage until touching to ground once on spawn.
•Networking server to client one of rpc type was not working, fixed.
•End Game Screen Added
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Twisted arm bug fixed.
•Incorrect uniforms fixed.
•One of building in district had wrong LOD fixed.
•Local chat transmitting bugs if player dies while chatting fixed.
•Incorrect aligment of bandage self fixed.
•A static variable was not being disposed fixed.
•You are being dragged text stays bug fixed.
•Medics drag players faster.
•Local player ragdoll offset on y axist.
•Local player ragdoll invisible part inside head fixed.
•Player armors lghting fixed.
•Server restarting issues fixed.
•Added protection so players can not connect a server with wrong level loaded.
•Some connection fails (127) fixed.
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MrOkiDoki published an update to your project.
•RangeFinder on pistols fixed.
•Skins permissions fixed.
•After revive, players will start as proned.
•Players can see which squad has their steam friend by member count icon color.
17
2
MrOkiDoki published an update to your project.
•Ability to turn off the blood screen fixed.
•After revive players get 60 hp instead of 10.
•Loadout screen worked.
•Ability to choose throwables.
17
2
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•District map updated.
•Added an indicator shows where is selected on map.
•Added a notification says who is about to win at end of round.
13
0
Vilaskis Shalashev published an update to your project.
• Light_01, Light_02 was converted from mesh to box colliders.
• Save progress on maps
4
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
----Fixes---
•Bunker LOD issue fixed.
•Okp7 extreme light issue fixed
•Team A shows as always win fixed.
•Green Friend Steam indicator on scoreboard fixed.
•Death screen stays open if game ends while down fixed.
---News----
•Added another announcement just before 10 tickets lefts to end of game.
•Ads of goggles added for each weapon.
---Changes---
•Increased size of green laser's laser.
•End Of game map votes animations changed.
•Flashlights visibility range increased in night maps.
47
0
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Hand flares added.
•Night vision blinding made better.
•Bandage someone on text stays if you die while bandaging fixed.
•Flsahlights and lasers will not affect the night vision if player is down.
•Player's side rail will be disabled automaticly when they are down.
•Down Player's local voice chat does not follow the ragdoll fixed.
•Scoreboard steam friends squad icon color fixed.
•Ability to toggle night vision while down fixed.
108
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Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Huge optimization on CPU.
•Finding closest tree for rain's sounds moved to another thread.
•Night visions fixed.
•Bloom disabled while night vision on.
•Flare icon fixed.
•Flirs fixed.
•Fixed 'If you go down but dont die. It still counts as a death. Even if you get revived'
•Giving up wrongly while typing chat fixed.
•Added a sort of night vision eye effect.
•Made that only 4 closest lights stays active.
•Flares physics disables after 4 seconds not 2.
40
0
Vilaskis Shalashev published an update to your project.
• Azagor and District baching fixes + save progress before minning factory
41
2
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Flares were not being removed from scene after a while fixed.
•Night vision fog settings fixed.
•Balance Progress.
38
0
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• not critical tweaks that we can apply to future hotfix
4
0
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Added ability to ads like night goggles without night goggles.
•Tickets values clamped.
•Bunkers LODS issue fixed.
26
6
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Sledgehammer added.
•Fixed a bug where flir glitched when screen resolution changed.
•Claymore added.
49
10
MrOkiDoki published an update to your project.
•Sledgehammer Smashing / Hitting sounds added.
•Walls physics materials fixed.
•Sledgehammer damage update.
90
9
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Bunker invisible wall tweak. Optimize few meshes. simple tweaks on Azagor
11
0
Vilaskis Shalashev published an update to your project.
31
20
MrOkiDoki published an update to your project.
•Fixed a crash issue.
•Fixed a critical CPU - GPU memory syncing point.
•Fixed physics tickrate once again
•Physics optimization.
31
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Assign different color to non destroyable parts of buildings. bug fixes and progress on mutlu_islands v4 map
27
0
Vilaskis Shalashev published an update to your project.
• now you cant destroy metal walls by sledge hammer.
• now you not able to destroy bunker walls by C4 or sledge hammer, only by explosive rockets.
• wooden structures update.
• progress on Multu Islands v4
33
0
MrOkiDoki published an update to your project.
Holy Moly Magical Changes.
Vily dont collab pls.
The new update for last 1 month.
135
10
MrOkiDoki published an update to your project.
•CPU side optimized for character models.
•Double side raycasting added for bullets to prevent exploiting.
•Player ragdoll dsyncs on first person side fixed.
•Debrises are now destroyed fasted based on distance to camera.
69
3
Vilaskis Shalashev published an update to your project.
• tweak Namak map.
• Adding more metal wall elemets
144
34
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
Vilaskis Shalashev published an update to your project.
• Fix two more leaks on Namak.
• Placed to correct position endgame camera and team cameras
1
0
MrOkiDoki published an update to your project.
•Bullets raycasting optimized for non local bullets.
•Bullets will no longer interact friendly player's hitboxes until friendly fire on in server settings.
•Multithreaded physics optimized.
•3RD person character weapon's glitched weapons fixed.
•Fixed one of animation exception causes performance issue.
•3RD person animation glitches fixed.
•Unable to choose tools while not in squad bug fixed.
•Bullets update rate doubled (optimization)
•Flirs battery is fixed - refresh rate reduced to 18 hz from 24 hz.
•Sniper Glint Added (WIP)
45
2
Vilaskis Shalashev published an update to your project.
• Brick buildings now show a available or not available parts of building to destory.
• Stairs now more hard to destory (they have now 200% HP)
• Small tweaks on Namak,Wakistan,District
122
10
Vilaskis Shalashev published an update to your project.
MrOkiDoki published an update to your project.
•Overpowered night vision ads fixed.
•TTK made longer due balance snipers.
•Sniper scopes reticles redesigned.
•Bullet visuals changed (thanks to CaterkillerVEVO#2236)
47
0
MrOkiDoki published an update to your project.
MrOkiDoki published an update to your project.
•Sniper Glint finished.
•Unintentional deploying is fixed (pressing space to spawn on player and spawning on base intead)
•Fixed a rare bug where you can revive your self due the lag from client to server.
•Namak end of round camera position fixed.
29
0