#dev-wip

1 messages · Page 2 of 1

regal cedarBOT
#
Vilaskis

• Maps bug fixes.
• Experimental old Elimination gamemode 32v32 was added on Frugis,District,Lonovo,OilDunes,Salhan,Sandy Sunset, Tensa Town, Wine Paradise

young vessel
#

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.

regal cedarBOT
#
Vilaskis

• 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.

young vessel
#

OLD MAPS INFO

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 MAPS DESCRIPTION:

• 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.

young vessel
regal cedarBOT
#
MrOkiDoki

• Old District, Old Eduardovo, Old Namak, Old OilDunes will be available for community servers.

nocturne barn
#

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

regal cedarBOT
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MrOkiDoki

• P2000's damage update wasn't applied to update, fixed to next update.

#
MrOkiDoki

• Missing mesh for AK74 Twitch Rivals fixed (you still have it, the mesh was missing only)

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MrOkiDoki

• 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)

regal cedarBOT
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MrOkiDoki

• Queue requirements' to launch servers are adjusted.

nocturne barn
# regal cedar

The skin wasn't fully visible on that editor view, here is the accurate version:

regal cedarBOT
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MrOkiDoki

• A prompt screen will be shown when player clicks on any quick match option

nocturne barn
regal cedarBOT
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Vilaskis

• Old Eduardovo - removed Frontline due of bugs on it.

regal cedarBOT
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MrOkiDoki

• Flir reticle buffed from 21hz to 30hz.

nocturne barn
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• You will have a setting button right under quick match to configure and there will be 'Dont show again' option on settings'

regal cedarBOT
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MrOkiDoki

• Network player movement fixed.
• Network player bugging while climbing fixed.

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Vilaskis

• Sandy Sunset - added rush gamemode for 16v16/32v32

#
MrOkiDoki

• Players not spawning with correct magazines on community servers fixed.

regal cedarBOT
#
MrOkiDoki

---------- MK20 ----------

  • Damage increased, from 45 to 47
  • Vertical recoil reduced, from 3.3 to 1.2
  • Horizontal recoil increased, from 1 to 1.5
  • Velocity increased, from 800 to 1100
  • Firerate increased, from 325 to 350
  • ADS time reduced, from 0.35s to 0.3s
  • Running speed increased, from 0.95 to 0.96
  • Reload speed reduced, from 1 to 0.85 (3.2s to 3.76s)
  • Starting magazines reduced, from 3 to 2

---------- M110 ----------

  • Damage increased, from 49 to 51
  • Vertical recoil reduced, from 3 to 1.5
  • Horizontal recoil increased, from 1 to 2.5
  • Velocity increased, from 800 to 1000
  • Reduce firerate, from 350 to 300
  • Control reduced, from 0.57 to 0.54 (Weight 2.11)
  • Reload speed reduced from 1 to 0.85 (3.33s to 3.92s)
  • Starting magazines reduced, from 3 to 1

---------- MK14 EBR ----------

  • Vertical recoil reduced, from 2.2 to 1.3
  • Horizontal recoil increased from 1 to 1.2
  • First shot kick increased, from 1 to 1.5
  • Velocity increased, from 700 to 900
  • Control increased, from 0.57 to 0.68 (Weight 1.62)
  • ADS time reduced, from 0.3s to 0.28s
  • Starting magazines reduced, from 3 to 2

---------- SVD ----------

  • Damage reduced, from 42 to 41
  • Vertical recoil reduced, from 1.8 to 1.4
  • Horizontal recoil reduced, from 1.3 to 1.1
  • Velocity increased, from 740 to 950
  • Control increased, from 0.57 to 0.65 (Weight 1.725)
  • ADS time reduced, from 0.3 to 0.28
  • Reload speed reduced, from 1 to 0.8 (3.37s to 4.21s)
  • Starting magazines reduced, from 3 to 2
regal cedarBOT
#
MrOkiDoki

• UI bug on main menu where clicking some spots makes it through invisible other menus fixed.

nocturne barn
regal cedarBOT
#
MrOkiDoki

• Inaccurate sound spread values in loadout UI fixed.

regal cedarBOT
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MrOkiDoki

------ Server browser remastered ------

  • Searching will ignore all filters and sort on top based on best matches
  • Filtering categorized to (official servers, community servers, modded servers)
  • Servers will no longer move up/down when server browser refreshes.
  • Overall text contrast rework to attempt to make it easier to read.
nocturne barn
regal cedarBOT
#
Vilaskis

• 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.

young vessel
#

INTRO

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 MAPS INFO

• 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. ||

regal cedarBOT
#
MrOkiDoki

• Laggy player movement (for other players) fixed, (needs to be tested)
• MK14 's velocity wasn't applied, it's fixed.

regal cedarBOT
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MrOkiDoki

• Hit detection for mines, claymores, c4, drones fixed.

regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
#
MrOkiDoki

------------- M9 -------------

  • Damage increased, from 30 to 32
  • Vertical recoil increased, from 0.4 to 0.8
  • Horizontal recoil increased, from 0.4 to 0.6
  • Firerate increased, from 400 to 600
  • Velocity increased, from 250 to 300
  • Sound spread lowered, from 600 to 450
  • Draw speed increased, from 1 to 2
  • Magazine size increased, from 12 to 13

------------- MP 443 -------------

  • Damage increased, from 25 to 27
  • Horizontal recoil increased, from 0.1 to 0.3
  • Velocity increased, from 300 to 350
  • Firerate increased, from 700 to 750
  • Sound spread lowered, from 600 to 450
  • Draw speed increased, from 1 to 2
  • Magazine size increased, from 16 to 17

------------- USP -------------

  • Damage increased, from 25 to 30
  • Vertical recoil increased, from 0.4 to 0.7
  • Horizontal recoil increased, from 0.4 to 0.5
  • Velocity increased, from 250 to 320
  • Firerate increased, from 500 to 650
  • Sound spread lowered, from 600 to 450
  • Draw speed increased, from 1 to 2
  • Magazine size increased, from 12 to 15

------------- Glock 18 -------------

  • Damage increased, from 17 to 19
  • Sound spread lowered, from 600 to 450
  • Draw speed increased, from 1 to 1.75
  • Magazine size increased, from 16 to 19

------------- UNICA -------------

  • Damage lowered, from 60 to 56
  • Light damage increased, from 0 to 10
  • Vertical recoil lowered, from 6 to 5
  • Horizontal recoil lowered, from 4 to 3.5
  • First shot kick lowered, from 1.5 to 1.1
  • Running speed lowered, from 1.1 to 1.075
  • Reload speed increased, from 1 to 1.2 (5s to 4.17s)
  • Draw speed increased, from 1 to 1.5
  • Headshot multiplier is 1.5x (default was 1.2x for pistols)

------------- RSH12 -------------

  • Damage increased, from 60 to 72
  • Light damage increased, from 5 to 30
  • Vertical recoil lowered, from 9 to 5
  • Horizontal recoil increased, from 4 to 5
  • First shot kick lowered, from 1.5 to 1.1
  • Velocity increased, from 350 to 550
  • Accuracy increased, from 73.75 to 78.75
  • Reload speed increased, from 1 to 1.2 (4.93s to 4.11s)
  • Draw speed increased, from 1.2 to 1.3
  • Headshot multiplier is 1.5x (default was 1.2x for pistols)

------------- DESERT EAGLE -------------

  • Damage lowered, from 90 to 69
  • Light damage lowered, from 40 to 30
  • Horizontal recoil increased, from 3.5 to 4
  • First shot kick increased, from 1 to 1.1
  • Velocity lowered, from 600 to 400
  • Accuracy lowered, from 85 to 78.75
  • Draw speed increased, from 1 to 1.3
  • Headshot multiplier is 1.5x (default was 1.2x for pistols)
regal cedarBOT
#
MrOkiDoki

• Favorite servers will no longer disappear when server changes their name.

regal cedarBOT
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MrOkiDoki

• Rare case bug where boat, helicopter minigun would continue to fire if the player who uses it disconnects fixed.

regal cedarBOT
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MrOkiDoki

• A bug where sniper sway wouldn't be applied while sitting in vehicles fixed.

regal cedarBOT
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MrOkiDoki

• Anti vehicle grenades will detonate on impact on vehicles now.

nocturne barn
regal cedarBOT
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MrOkiDoki

• 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)

regal cedarBOT
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MrOkiDoki

• Hesco wall desync fixed.

regal cedarBOT
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MrOkiDoki

• When vehicle's all sides are covered, player will attempt to exit from above.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Leaving vehicle teleporting player to roof of buildings (time to time) should be fixed (needs to be tested)

regal cedarBOT
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MrOkiDoki

---------- Unica ----------

  • Damage change reverted back to 60
  • Running speed change reverted back to 1.1

---------- Deagle ----------

  • Damage increased, from 69 to 72
  • Velocity increased, from 400 to 500
  • Running speed increased, from 1 to 1.06
  • Magazine size increased, from 6 to 7

---------- RSH12 ----------

  • Damage lowered, from 72 to 70
  • Running speed increased, from 1 to 1.06
regal cedarBOT
#
MrOkiDoki

----------- MP7 -----------

  • Damage fall-off START reduced, from 50 to 40
  • Damage fall-off END reduced, from 200 to 140

----------- UMP45 -----------

  • Damage increased from 28 to 35
  • Vertical recoil increased from 1 to 1.3
  • Horizontal recoil increased from 0.65 to 0.9
  • Firerate reduced from 700 to 650
  • Damage fall-off START reduced from 50 to 20
  • Damage fall-off END reduced from 200 to 140

----------- PP2000 -----------

  • Horizontal recoil increased, from 0.5 to 0.7
  • Damage fall-off START reduced, from 50 to 20
  • Damage fall-off END reduced, from 200 to 140

----------- PP19 -----------

  • Damage fall-off START reduced, from 50 to 40
  • Damage fall-off END reduced, from 200 to 150

----------- Kriss Vector -----------

  • Damage fall-off END reduced, from 200 to 150

----------- MP5 -----------

  • Damage fall-off START reduced, from 50 to 20
  • Damage fall-off END reduced, from 200 to 140

----------- Honey Badger -----------

  • Damage fall-off END reduced, from 200 to 150

----------- P90 -----------

  • Damage fall-off START reduced, from 50 to 20
  • Damage fall-off END reduced, from 200 to 140

----------- Scorpion -----------

  • Damage fall-off END reduced, from 200 to 140
regal cedarBOT
#
MrOkiDoki

• Ultimax night vision aimdown sight fixed.
• Anti Vehicle Grenade/Mine damage to buildings/walls radius reduced to 2 meters.

#
MrOkiDoki

• Dark Flashbang option added to gameplay settings. (screen will be dark instead of white when flashed)

nocturne barn
regal cedarBOT
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MrOkiDoki

• Engineers now will able to repair 98% of the damages instead of 50% - 75%.

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MrOkiDoki

• There will be icon on barbed wires to indicate if it's friendly barbed wire or not.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Entering/deploying on tanks will take 2 seconds instead of 4 seconds.

regal cedarBOT
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MrOkiDoki

• Grenades will no longer pass through vehicle windows and riot shields.

regal cedarBOT
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MrOkiDoki

• Issue with unable to spawn on squad mates due to being in combat despite isn't should be fixed.

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MrOkiDoki

• 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.

regal cedarBOT
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MrOkiDoki

• Added input buffer for single fire weapons. (No more dead clicks.)

regal cedarBOT
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MrOkiDoki

• Unable to choose players on map by clicking their name if they are in vehicle fixed.

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MrOkiDoki

---------- L86A1 ----------

  • Damage reduced from 32 to 31
  • Vertical recoil reduced from 1.4 to 1.2
  • Horizontal recoil reduced from 1.4 to 1
  • Velocity increase from 600 to 650
  • Reload speed increased from 1 to 1.05

---------- M249 ----------

  • ADS time reduced from 0.35 to 0.3
  • Running speed increased from 0.9 to 0.925
regal cedarBOT
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MrOkiDoki

• End of the round, there will be leaderboard for best XXX during voting

nocturne barn
# regal cedar

(I was testing my self, so couldn't fill all those my self)

regal cedarBOT
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MrOkiDoki

• A rare bug where player animations wouldn't play and player would just float around without any animations fixed.

nocturne barn
nocturne barn
regal cedarBOT
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MrOkiDoki

• 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.

regal cedarBOT
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MrOkiDoki

• Transport vehicle physics slight improvement. (Still not the best but should be more drivable)

regal cedarBOT
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MrOkiDoki

• 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.

regal cedarBOT
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MrOkiDoki

• A bug where water would render on top smokes fixed.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Showing; unlocking empty gadget fixed

nocturne barn
regal cedarBOT
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MrOkiDoki

• Players will no longer allowed to build on spawn points.

nocturne barn
# regal cedar

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

regal cedarBOT
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MrOkiDoki

• Light/heavy gadgets will be displayed on the game UI.

nocturne barn
regal cedarBOT
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MrOkiDoki

• End of the round, random gamemode and random map options will be given on vote screen.

nocturne barn
nocturne barn
regal cedarBOT
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Vilaskis

• 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.

young vessel
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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.

regal cedarBOT
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MrOkiDoki

• Server browser, region filters added.

nocturne barn
regal cedarBOT
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Vilaskis

• Old Wakistan, Old Wine Paraise, Old Sandy Sunset was not assigned in register

regal cedarBOT
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Vilaskis

• Shooting range target textures was fixed

regal cedarBOT
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MrOkiDoki

• Global leaderboard work in progress update.

regal cedarBOT
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MrOkiDoki

• Gadgets not syncing fixed (silent RPGs, suicide C4 and animations not playing etc)

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MrOkiDoki

• Littlebird minigun damage drop START changed from 200meters to 75meters
• Littlebird minigun damage drop END changed from 500meters to 200meters
(Had to rephrase it)

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MrOkiDoki

• Player visuals desyncing while climbing fixed for the 3rd time (Yes, my end skill issue).

regal cedarBOT
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Vilaskis

• Texture update on American Suburban houses [TensaTown related].

nocturne barn
regal cedarBOT
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MrOkiDoki

• Global leaderboard to main menu implemented (top 1000 players on ....)

nocturne barn
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Forget the longest kill one

regal cedarBOT
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MrOkiDoki

• Leaderboards changed to top 5000 xxxx clans/players.

nocturne barn
regal cedarBOT
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Vilaskis

• Tensa Town subrubia buildings textures was updated: Added texture to walls, foundation and floor.

young vessel
regal cedarBOT
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MrOkiDoki

• While loading level, a random global leaderboard (top 20) will be displayed.

nocturne barn
regal cedarBOT
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MrOkiDoki

• 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.

regal cedarBOT
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MrOkiDoki

• Hit registration changes.

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MrOkiDoki

• 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)

nocturne barn
regal cedarBOT
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MrOkiDoki

• Player will able to give up faster the longer they hold 'SPACE'. (Doesn't affect the speed if you don't hold SPACE)

regal cedarBOT
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Vilaskis

• Textures added to Frugis Subway

young vessel
regal cedarBOT
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MrOkiDoki

• Additional hit reg changes + hit feedback changes.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Frag Grenades will no longer explode on impact to vehicles (only anti vehicle grenade will do, but not frag ones)

regal cedarBOT
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MrOkiDoki

• A bug where bullets desyncs with server-client side while player is being supplied by a support player fixed.

regal cedarBOT
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MrOkiDoki

• You are being bandages/revives message not appearing fixed.

regal cedarBOT
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Vilaskis

• 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.

young vessel
regal cedarBOT
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MrOkiDoki

• Directional bullet pass by sounds added.

nocturne barn
regal cedarBOT
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MrOkiDoki

• 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.

regal cedarBOT
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Vilaskis

• Added shutters for windows on desert biome buildings [Salhan, Sandy Sunset etc.]

young vessel
regal cedarBOT
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MrOkiDoki

• 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).

nocturne barn
regal cedarBOT
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MrOkiDoki

• 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)

nocturne barn
regal cedarBOT
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MrOkiDoki

------------ 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

#
MrOkiDoki

--------- AUGA3 ---------
• Firerate Increased, from 500 to 600

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Vilaskis

• Frugis Frontline 32v32 - fixed incorrect borders
• Added some windows shutters on Lonovo and Wine Paradise

regal cedarBOT
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MrOkiDoki

• Server browser, filters choices will be saved.

regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Unapplied weapon drawing speeds fixed. (Now will be visible on UI and will actually affect the gun's drawing speed)

regal cedarBOT
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MrOkiDoki

• 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)

nocturne barn
regal cedarBOT
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MrOkiDoki

• Capture the flag, if flag stuck inside an object, it will automatically teleport above to object.

regal cedarBOT
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MrOkiDoki

• If a player vaults twice in a row, vaulting animation wouldn't play fixed.

regal cedarBOT
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MrOkiDoki

• Support will no longer attempt to supply down players & dead players and their self while using ammo kit on hand.

regal cedarBOT
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Vilaskis

• Added windows shutters to rest of the maps

young vessel
young vessel
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will support CONQUEST, INF CONQUEST , FRONTLINE, DOMINATION , CTF at release

regal cedarBOT
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MrOkiDoki

• F2000 added (level 35)
• G3 added (level 90)

nocturne barn
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F2000's own sight also added.

regal cedarBOT
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Vilaskis

• ZalfiBay fixed objectives that was underground at Frontline

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MrOkiDoki

• Option change hitmarkers added to game settings (legacy, new...)

regal cedarBOT
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MrOkiDoki

• Shot sounds adjusted.

regal cedarBOT
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MrOkiDoki

• Ability to switch between old/new hitmarkers removed and changes with hitmarker customization.
here: :point_down:

nocturne barn
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Default hitmarker will be the old one:

nocturne barn
#

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

regal cedarBOT
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Vilaskis

• ZalfieBay - Solar tower wrong collision at fallen model fixed;
• Fixed incorrect color of destroyed bricks

nocturne barn
regal cedarBOT
#
MrOkiDoki

------ 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

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MrOkiDoki

● 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

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MrOkiDoki

• 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.

regal cedarBOT
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Vilaskis

• MultuIsland - fixed hole in cave that let players teleport above ground.

regal cedarBOT
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Vilaskis

• 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.

young vessel
regal cedarBOT
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MrOkiDoki

• Fixed a rare physics bug on player hitbox detection on projectiles (took me 2 days to debug and figure out)

nocturne barn
regal cedarBOT
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Vilaskis

• District CTF - USA flag moved to more safe place.

regal cedarBOT
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MrOkiDoki

• 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)_

nocturne barn
young vessel
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Asymmetrical objectives placement and wide range of fight engage from close distance to far distance. ```
``` Planned to release in future content updates ```
regal cedarBOT
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Vilaskis

• Zalfi7Bay - CONQ 64v64 decrease amount of objectives from 6 to 5.
• Highway - Middle barrier replaced to destroyable one.

regal cedarBOT
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Vilaskis

• ZalfiBay - Solar Tower invisible wall fixed.

nocturne barn
#

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.

regal cedarBOT
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Vilaskis

• Eduardovo - Objective D (Swamps) 40% of bushes was removed to improve visibility in that area.

regal cedarBOT
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Vilaskis

• Frugis - Subway objective C capture zone was expanded and spawn locations was moved around to avoid spawn kills.

regal cedarBOT
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Vilaskis

• Frugis - teleporting from building's was fixed

regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
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This is an example task, weekly challenges will be 4-6 tasks and little bit more challenging.

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You can access from main menu (Example tasks again)

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While loading maps (Example tasks)

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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

nocturne barn
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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

regal cedarBOT
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Vilaskis

• Namak - buildings without colision was fixed

nocturne barn
regal cedarBOT
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Vilaskis

• New Map - Kodiak - integration to the game (CONQ,INF CONQ, DOMI, RUSH , CTF gamemode support at release)

young vessel
regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
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MrOkiDoki

• Player movement networking rework + much more accurate packet timestamps / movement interpolation.

regal cedarBOT
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MrOkiDoki

• 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

nocturne barn
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Depending on packet loss severity, server either ignores the hit or accepts it;

  • Accepting the hit puts the target (the person who got killed) on disadvantage and rewards the shooter.
  • Denying the hit puts the killer (the person who fires and kills) on disadvantage and rewards the target (the person who is avoiding the shots or running away).

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.

regal cedarBOT
#
MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
#
MrOkiDoki

• Grenades sometimes dealing damage through walls fixed.

regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
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• Weekly challenge XP reward bonus increased to 250,000xp from 100,000xp.

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It's live at the moment.

regal cedarBOT
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Vilaskis

• Kodiak - USA team was not able to spawn in Bunker objective - fixed

regal cedarBOT
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MrOkiDoki

• Inaccurate packet loss indicator (red bar) fixed.

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MrOkiDoki

• Players with slight packet loss unable to connect servers (unknown error) fixed.

regal cedarBOT
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MrOkiDoki

• The distance needed to build Hesco walls, etc from flag spawn points has been reduced from 10 meters to 5 meters.

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MrOkiDoki

• Added option adjust hit marker random rotation to Gameplay settings.

regal cedarBOT
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Vilaskis

• Support Backpack Normal had same stats as a heavy one.
• Recon Normal Armor had same stats as a ranger one.

regal cedarBOT
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MrOkiDoki

• Lasers will no longer pass through players.

nocturne barn
regal cedarBOT
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Vilaskis

• 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.

young vessel
regal cedarBOT
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Vilaskis

• Valley - FRONTLINE & INF CONQ - fix of no ability to spawn on objective once wind turbine was fallen.

regal cedarBOT
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MrOkiDoki

• 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)

regal cedarBOT
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MrOkiDoki

• Brightness settings not working in shooting range fixed.

nocturne barn
regal cedarBOT
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Vilaskis

• 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.

regal cedarBOT
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MrOkiDoki

• Players sometimes teleporting back when leaving the vehicle or stop climbing the ropes fixed.

regal cedarBOT
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Vilaskis

• Grass adjustment.
• Grass shading fix
• Tensa Town - INF CON 127vv127 - Added extra base for RUS side for balance purposes.

regal cedarBOT
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Vilaskis

• 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

young vessel
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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)

regal cedarBOT
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Vilaskis

• 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.

regal cedarBOT
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Vilaskis

• SandySunset - CONQ - Added extra armed scout helicopters on main bases.

regal cedarBOT
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MrOkiDoki

• Unable to destroy claymores/mines/C4s/mdx and other gadgets fixed.

regal cedarBOT
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MrOkiDoki

• Player's body teleporting into void when player gets killed in a vehicle seat fixed.

regal cedarBOT
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MrOkiDoki

• Unable to change firemode while interacting fixed.

regal cedarBOT
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Vilaskis

• 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.

regal cedarBOT
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Vilaskis

• DustyDew - rework of map.

young vessel
#

DustyDew rework

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

young vessel
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Oh, forgot to attach a direct compare between old and new fog density for rework of DustyDew

regal cedarBOT
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MrOkiDoki

• 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

nocturne barn
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• Stickiness of C4 reduced for non vehicular surfaces, however the C4 will be still sticky for vehicles.

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• Added option to disable weekly challenge notifications (Gameplay settings)

nocturne barn
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• 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_

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• 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_

regal cedarBOT
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Vilaskis

• Wine Paradise - Terrain Ground and cliffs textures update

nocturne barn
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• The sight's zoom levels will be displayed on the UI.

regal cedarBOT
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MrOkiDoki

• On scorebaord, the scores and ranking will be displayed by flat XP (without considering XP boosts)

regal cedarBOT
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MrOkiDoki

• Sometimes progress bar on bottom displaying wrong ranks fixed.

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MrOkiDoki

• 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.

nocturne barn
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• Map name and gamemode will be displayed on loading screen (top left)

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• 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.

nocturne barn
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The UI of the flag has been moved up so as not to interfere with the environment.
(Before - After)

regal cedarBOT
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Vilaskis

• 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.

young vessel
regal cedarBOT
nocturne barn
nocturne barn
nocturne barn
regal cedarBOT
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MrOkiDoki

• New gamemode 'Invasion' added.

nocturne barn
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Example layout (USA attacks, RU defends) - 127vs127 layout

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Each side has their own spawn points

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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.

regal cedarBOT
#
MrOkiDoki

• 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)

regal cedarBOT
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Vilaskis

• New map - Outskirts was added.

young vessel
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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.

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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.

nocturne barn
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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)

nocturne barn
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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.

nocturne barn
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Additionally, the flags are added to menu to make it easier to select them.

nocturne barn
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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.

regal cedarBOT
#
MrOkiDoki

• 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.

nocturne barn
# regal cedar
  • Dead players will be grayed out, leader will have a star on their name.
nocturne barn
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• 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.

nocturne barn
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• 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.

nocturne barn
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Target Detector side rail attachment added [_ BFBF4_],

  • Pretty much, when you aimdown to a player, it will spot them automatically (checks every 100ms, meaning, 10hz), the spots lasts 2 seconds which is shorter than regular spots.

In the video, I was also showing that you cannot spot players through foliage anymore

regal cedarBOT
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MrOkiDoki

• Unable to place hesco walls on slope terrain fixed.

regal cedarBOT
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MrOkiDoki

• Sniper glint will no longer be visible through foliage.

regal cedarBOT
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MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
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Vilaskis

• Dusty Dew - Added more fences,bushes and some plants along path between objectives to provide more cover to players at valleys.

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MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
#
MrOkiDoki

---------- 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

regal cedarBOT
#
MrOkiDoki

• Added bipod to L86A1 and MG36.

nocturne barn
#

• Revised list (STILL Subject to change)

nocturne barn
nocturne barn
#

• Particle effects for bullet impacts have been improved to make it easier to see where shots are landing.

Before/after.

regal cedarBOT
nocturne barn
nocturne barn
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Soon ™️ (New skin system)

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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

  • Left Right is distance
  • Up down is the glint intensity
nocturne barn
nocturne barn
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#

Thoughts about this?
https://ptb.discord.com/channels/303681520202285057/1172239412814430258

Important

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.

nocturne barn
nocturne barn
nocturne barn
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regal cedarBOT
#
MrOkiDoki

------- 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

nocturne barn
regal cedarBOT
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Vilaskis

• Scar-H skin of DestroyerProject texture was fixed

regal cedarBOT
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Vilaskis

• 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.

regal cedarBOT
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Vilaskis

• 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.

regal cedarBOT
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Vilaskis

.• 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

nocturne barn
regal cedarBOT
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MrOkiDoki

• Game crashing on spectator fixed.

regal cedarBOT
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MrOkiDoki

• Slight stutters came with new update fixed.

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Vilaskis

• DustyDew & TensaTown - 32v32 Invasion was added.
• Isle Invasion - Added vehicle repair station to ground objectives.

regal cedarBOT
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MrOkiDoki

• Slightly performance improved.

regal cedarBOT
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Vilaskis

• Invasion Kodiak one objective at last stage near defender base was removed

regal cedarBOT
#
Vilaskis

• Invasion 32v32 was added to Kodiak map

regal cedarBOT
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Vilaskis

• 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.

young vessel
regal cedarBOT
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MrOkiDoki

• Server side performance and movement improved.

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MrOkiDoki

• Player stucking on blackscreen when there is packet loss while giving up fixed (needs to be tested live to confirm)

regal cedarBOT
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MrOkiDoki

• Unable to kill players during using humvee's turret fixed.

regal cedarBOT
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MrOkiDoki

• MDX's glint will be no longer visible through foliage and obstacles.

regal cedarBOT
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MrOkiDoki

• Attachment barrel sizes readjusted.

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MrOkiDoki

• Tree's not destroying and causing errors on server side fixed.

nocturne barn
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• 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.

#
  • Film Grain settings have been added to the video settings.

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.

nocturne barn
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• Squad points will be displayed on interaction menu.

nocturne barn
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• Hovering on camos will preview them now.

regal cedarBOT
#
MrOkiDoki

• Unable to place hesco walls on roofs fixed.

regal cedarBOT
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MrOkiDoki

• Positional hitmarkers fixed.

regal cedarBOT
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MrOkiDoki

• Inconsistent pinging players fixed.

nocturne barn
#

• You can now change the size of enemy pings

regal cedarBOT
#
MrOkiDoki
  • Clicking the 'ping' button will ping the same as it did before; holding it will open the menu.
  • The maximum number of pings that can exist at a time has been increased from 3 to 6 pings per squad.
#
MrOkiDoki

• The issue of inconsistent mouse sensitivity on the radial menu that existed other than 1920x1080 fixed.

regal cedarBOT
#
MrOkiDoki

• Now players can spot players via air drone + air drone spots will last 12 seconds.

regal cedarBOT
#
MrOkiDoki

• Unable to claim MP7 from Rivals fixed (if it's in your Twitch inventory, it will appear in game on next patch)

nocturne barn
#

• Player in combat detection improved.

  • Now player leaning right/left will be considered while checking if player is being observed by an enemy.
  • Now player proning or standing will be considered while checking if player is being observed by an enemy.
#

• 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 👍 / 👎

nocturne barn
nocturne barn
#

• 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)

nocturne barn
regal cedarBOT
#
MrOkiDoki

• Network stability improved.

nocturne barn
#

• 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)

nocturne barn
regal cedarBOT
#
Vilaskis

• 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

nocturne barn
#

• 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

nocturne barn
regal cedarBOT
#
Vilaskis

• Invasion 64v64 was added: Its use same layout as 124v124 version, but it will have less player density.

regal cedarBOT
#
MrOkiDoki

• Grenades will be considered as 'In combat' for players, preventing their squad mates spawning in to death.

regal cedarBOT
#
Vilaskis

• Basra rework integration (Support CONQ,INFCONQ,DOMINATION,INVASION)

young vessel
#

more details about Basra rework will be shared at dev stream

regal cedarBOT
#
MrOkiDoki

• 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.

nocturne barn
#

• For invasion gamemode, the flags will be created from 4 stages where 3 of the stages will be locked once attacker team captures them.

regal cedarBOT
#
MrOkiDoki

• 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

regal cedarBOT
#
Vilaskis

• 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.

nocturne barn
young vessel
#

• 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. ```
nocturne barn
#

• 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.

  • Additional, there has been crack sounds added for bullets that are traveling faster than speed of sound if it's passing by the player.
  • On top of all this, to encourage retreating when the player gets shot, there will be a brief 3.0 - 4.0 1.5 - 2.0 second period of sound muffling. This occurs while the player is bleeding or just after being shot that lasts ~~3.0 - 4.0 ~~ 1.5 - 2.0 seconds regardless healing back to full hp or not.

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...

▶ Play video
nocturne barn
nocturne barn
#

• 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

nocturne barn
nocturne barn
nocturne barn
regal cedarBOT
#
MrOkiDoki

• 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.

nocturne barn
regal cedarBOT
#
Vilaskis

• 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.

  • Unique uniform for prestige 3, 5 and 10;
  • Eyes for prestige 2 ,4 ,10;
  • Face for prestige 2 and 6;
regal cedarBOT
#
MrOkiDoki

• 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.

regal cedarBOT
#
Vilaskis

• Added Digital camo pattern's

regal cedarBOT
#
MrOkiDoki

• Backend implementation for new stuff coming.

nocturne barn
#

• Headshot kill count per weapon will be stored.

regal cedarBOT
#
Vilaskis

• 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.

nocturne barn
#

• New cosmetic option for weapons, ||weapon charms|| added.

Note: Still working on it but pretty much physics, and UI are done.

regal cedarBOT
#
MrOkiDoki

• New stats will be tracked.

  • Number of times the player you spotted got killed.
  • Number of XPs you received from transporting players
  • Number of Transport vehicles destroyed
  • Number of Sea vehicles destroyed
  • Number of Tanks destroyed
  • Number of APCs destroyed
  • Number of Helicopters destroyed
#
MrOkiDoki
  • Number of times you killed a player a tree fall (Note: When a tree falls onto a player, it damages them, and techincally you can kill a player with it, it's just super rare and the player has to have low hp and at perfect spot where tree falling).
#
MrOkiDoki
  • Number of times you destroyed enemy gadget (c4, mine, claymore etc)
#
MrOkiDoki
  • Number of times you destroyed an enemy drone.
regal cedarBOT
#
Vilaskis

• Gold mastery camo get animated sparkles on it.

regal cedarBOT
#
MrOkiDoki

• 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.

nocturne barn
nocturne barn
# nocturne barn

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.

nocturne barn
#
  • Unlockable cosmetics on attachments based amount of kills/headshots/etc.. while using that attachment added. (Still wip)
regal cedarBOT
#
Vilaskis

• 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.

nocturne barn
#

New Weapon/Attachment Ghillie Camouflage + Physics were added for players to unlock.

  • 'Cosmetic' section was added to user to choose custom additions to the weapons.

Note: Not all weapons will have ghillie camouflage at start. Over time, will be adding it to other weapons + different ghillie camouflages.

nocturne barn
regal cedarBOT
#
Vilaskis

• 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

young vessel
#

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

young vessel
young vessel
manic escarp
young vessel
#

Next level of Urban Combat experience on horizon!

regal cedarBOT
#
Vilaskis

• 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;

young vessel
#

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.

young vessel
#

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.

young vessel
#

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.

manic escarp
manic escarp
manic escarp
manic escarp
young vessel
#

View of the city from a highrise.

manic escarp
regal cedarBOT
#
Vilaskis

• Updated grips attachments models from Larry + skins for grips that you can unlock by kill (100,200,300,400 etc.)

young vessel
manic escarp
manic escarp
manic escarp
#

<@&507295608487411716> whoa, is that some real sight action?

Yes it is! and that live on Twitch!

young vessel
#

A view on compounds and alleys of new map with some opportunity for parkour on roofs.

manic escarp
#

<@&507295608487411716> Last stream before I will leave to GDC & PAX

But until then, lets do some work over on Twitch!

manic escarp
regal cedarBOT
#
Vilaskis

• Some memory optimization by reducing texture size of Gadgets and adjusting UV islands of Gadgets.

young vessel
#

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 Harold
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.

young vessel
#

Beside new big urban map called Mesa BB_Map_Mesa , Battlebit will also receive one more new map called Peaks BB_Map_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 :)||

manic escarp
regal cedarBOT
#
Vilaskis

• 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.

young vessel
#
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. ```
regal cedarBOT
#
Vilaskis

• Old Pines models was updated

young vessel
regal cedarBOT
#
Vilaskis

• Grass shading improvement

young vessel
#
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. ```
nocturne barn
manic escarp
#

Moved todays Devcast to tomorrow as I sadly wont be able to be here in time.

Cya all tomorrow! o7

nocturne barn
regal cedarBOT
#
Vilaskis

• ZalfieBay - fixed extreme brightness of colors on map.

regal cedarBOT
#
Vilaskis

• 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]

  • HoneyBadger , L96, M110, AK5C , Scar-H , M249 , MK20 , SSG69 , SV-98 , Unica. Groza , Rem700 , SG550
young vessel
regal cedarBOT
#
Vilaskis

Ghillie Suit's support added to following weapons:
AK15,AK74,L96,M4A1,M110,M200.MK14,MK20,MSR,Rem700,SSG69,SV98,SVD

young vessel
manic escarp
regal cedarBOT
#
Vilaskis

• 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 ;

young vessel
#

Basra - Frontline gamemode layout
Both teams will fiercely fight for the wrecked ship in order to gnaw their way to land on opposite side.

nocturne barn
#

This was a heavily requested, ability to switch weapons while aiming. While working on other stuff, implemented meanwhile.

regal cedarBOT
#
Vilaskis

• Outskirts map - Frontline gamemode support added.

nocturne barn
manic escarp
nocturne barn
#

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;

  • Current version in Steam, the footstep sounds doesn't change regardless the enemy is behind obstacle or not.
  • The first update was: The sounds changes based on if there are any obstacles between you and the enemy.
  • The second update is: The sound starts changing before the enemy leaves the obstacle, giving you clear feedback, the enemy is about move away from obstacle and potentially start shooting at you.

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.

young vessel
#

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!

regal cedarBOT
#
Vilaskis

• ZalfiBay map - Conquest Ultra layout - Added objective G to the Island.

young vessel
#

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

nocturne barn
#

----- Combining all the updates regarding to the footsteps, here they are -----

  1. Sound occlusion applied
  2. Sound obstruction applied
  3. Gear foley played depending on obstruction/occlusion - armor type.
  4. Footsteps are matched with what the player is actually doing.
  5. Sounds are reverbed based on room size
manic escarp
young vessel
#

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:

  1. Rework of River:
    BB_Map_River
   - 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.
  1. Make a brand new map inspired by Old Namak
    BB_Map_Namak
   - 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.
  1. Rework of Valley:
    BB_Map_Valley
   - 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.
  1. Rework of Wakistan:
    BB_Map_Wakistan
   - 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.

regal cedarBOT
#
Vilaskis

• Larry: Improved all weapons normal shadings

manic escarp
young vessel
# young vessel

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.

manic escarp
manic escarp
#

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

young vessel
#

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

young vessel
#

Direct comparison of terrain and PoI [Point of Interest] between new Wakistan and old Wakistan.

#

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.
manic escarp
#

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!

manic escarp
manic escarp
#

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...

▶ Play video
nocturne barn
young vessel
#

River rework

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.

young vessel
#

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:

  • Too Small for 254 Players: The compact size made it difficult to provide a comfortable and moderate experience for all players.
  • Tiny Base Safe Zones: This often led to base traps in 90% of games.
  • Complete Destruction and Verticality: Full access to demolished buildings meant too many windows to check and vast open fields with no cover.
  • Close Objectives: The short distances between objectives increased chaos beyond acceptable levels.
#

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:

  • Increased Map Size: The new map is 40% larger than Old Namak, with a playable area similar to the current Namak.
  • Vertical Gameplay: Players will be able to access only the roof and the bottom floors, eliminating the numerous windows and angles that were present in Old Namak.
  • Improved Objectives and PoIs: Many objectives and Points of Interest from Old Namak will return with a fresh look and more engaging fights. For example, the old Subway on objective B is now the earthquake epicenter, a ruined area filled with collapsed buildings.
  • Wider Objective Distances: Increased distances between objectives reduce chaos and create buffer zones between teams.
  • Two Spawn Bases per Team: Each team will have two spawn bases and larger safe zones, significantly reducing base trap situations.
  • Road Cracks for Cover: Use the cracks in the roads caused by the earthquake to hide from enemy fire at the middle of street.
  • Sniper Corridors Reduction: New experimental features like huge tarps between buildings will break up long lines of sight and reduce sniper dominance.
young vessel
# young vessel
poll_question_text

River rework part 1

victor_answer_votes

908

total_votes

1970

victor_answer_id

3

victor_answer_text

River C

manic escarp
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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.

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• Icon designs for flags - squad mates.

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• Scoreboard (Still subject to change, adjusted)

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• 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

young vessel
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Map Aftermath - Development Report 01

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.

young vessel
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Map Aftermath - Development Report 02

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.

manic escarp
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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!

young vessel
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Map Aftermath - Development Report 03

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.

young vessel
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Map Aftermath - Development Report 04:

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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.

young vessel
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Map Aftermath - Development Report 05

Objective B

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:

  • Old Namak was half the size of the current Aftermath, leading to an overwhelming density of players.
  • The map was narrow with numerous bottlenecks, where both teams would often trap each other. The sewer and subway tunnels gave the trapped team a small chance to turn the tide.
  • We will monitor player behavior and map statistics. If any bottlenecks emerge, I might consider adding a collapsed subway system beneath certain parts of the map to help distribute player traffic.

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.

young vessel
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Map Aftermath - Development Report 06

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.

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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.

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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

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here is example of actual playable terrain size vs background terrain.

manic escarp
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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:

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Scar-H new(Foreground) and old (Background)

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M249 - new(Foreground) and old (Background)

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MK14 - new(Foreground) and old (Background)

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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:

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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:

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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.

  • your 3D Team
manic escarp
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Art Report 2

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:

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As Val

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+2 more

Before we get too excited about the ghillies looking different or how some weapon variations are “missing”, let me clear some things up:

  1. Weapons that currently lack skin variations haven’t undergone any reworks so far. Therefore, no Legacy version exists for these weapons, meaning skin variations cannot be added at this time.
  2. Regarding Ghillies: The leaf textures are generated directly onto the mesh surface within the game engine during import. The leafless version you see here reflects their original form from the art side before any in-game modifications.

-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

young vessel
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Map Development Report: Valley and Sandy Sunset Rework

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.

Background

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.

Key Issues

These maps feature large-scale areas and extensive sniping ranges. However, this design has led to:

  • Challenges in gameplay: Tanks and snipers have overly safe zones, leading to unbalanced play.
  • Long travel distances: Extensive walking areas can create monotonous gameplay and reduce player engagement.

Rework Objectives

The goal of this complete rework is to:

  • Reduce camper advantage in safe zones.
  • Minimize excessive travel time and improve overall player experience.

Let’s start with the updates for Valley.

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Valley V2 Rework Overview

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.

Key Changes

  1. Compact Layout and Reduced Travel Times

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.

  1. Introduction of Two Main Lanes with Three Objectives Each
  • Top Lane (B, D, E): Tailored for long-range combat, featuring open spaces suitable for vehicles and snipers, retaining the feel of the current Valley map.
  • Bottom Lane (A, C, F): Located within the NPP, focused on medium to short-range engagements, ideal for infantry and close-quarters action.

The new layout includes three objective clusters with shorter distances between them, allowing infantry to swiftly transition between open and secured areas.

  1. 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.

  2. 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.

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Sandy Sunset V6 Rework Overview

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.

Key Changes

  1. **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.

  2. 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!

  3. 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.

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Breakdown of Objectives

  • A - Radio Tower: An upgraded version of the current E objective, now featuring a new TV Station. Positioned as a strategic point for snipers to control attacks from D and F.
  • B - City Entrance: A fortified entry point into the city, complete with an outpost, ideal for controlling vehicle movement from the US Base.
  • C - Mall: A multi-level, modern shopping mall providing varied cover and combat scenarios.
  • D - Military Base: Positioned on a hill, this objective is pivotal. Controlling it grants the team quick access to any point on the map.
  • E - Marketplace: An open plaza with a market area, ideal for intense infantry battles.
  • F - Hotels: A cluster of tall resort buildings, a prime position for snipers to control approaches from objectives D and A.
  • G - Industrial Zone: A collection of warehouses near the rail station and power plant, providing ample cover for both infantry and vehicles.

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.

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Key Gameplay and Map Adjustments

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

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You can share your opinion in the thread below.

regal cedarBOT
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Vilaskis

• SandySunset V4 Rework

young vessel
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Layouts for Conquest,INF CONQ,Domination,Frontline.

lucid dagger
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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:

Q: How has balancing changed from Old Namak to Aftermath?

  • Dual Team Spawns: Each team will now have two spawn points instead of one, with the idea to help reduce the chances of spawn-camping scenarios if one team is dominating.
  • Reduced Mid-Floor Verticality: The floors between the first and top levels have been flattened. This will help ease players minds as they will only have to focus on the ground and roof levels when searching for threats; rather than checking the numerous windows for movement such as on the map Frugis. Unlike the old Namak map, Aftermath map will not feature a subway system or sewer tunnels. However, If any bottlenecks emerge, I might consider adding a collapsed subway system beneath certain parts of the map to help distribute player traffic.
  • Slightly Increased Map Size: Old Namak was half the size of the current Aftermath, leading to an overwhelming density of players. The idea was to offer more breathing room for 254-players, introduce a more meaningful buffer zone between objectives and hopefully enable more tactical engagements.

Q: What are the biggest changes players will notice?

  • A New Atmosphere: The ruined city theme brings a fresh setting that hasn’t been explored in BattleBit before.
  • Improved Environmental Detail: Players will see a greater level of detail and more diverse cover options scattered throughout the map to help with evading those pesky snipers.
  • Organized Chaos: Despite the compact 500x500 meter size, the layout supports a better structured combat landscape and aims to reduce the overwhelming chaos.

Q: What is your favorite part of the map?

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

lucid dagger
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New End of Round screen with stats on top players, you, and your squad!

lucid dagger
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Based on your feedback we made some changes to the new end of round screen.

Changes

  • Swapped "Best Squad" for "Most Kills" highlight panel
  • Changed highlight panels to look more pleasing, including icons and gave them more space
  • Added more space in the layout vertically
  • Added the ability to navigate tabs with Q/E
  • If the user does not navigate any tabs, it will auto-navigate to the next one every 15s
lucid dagger
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Who is top gun here

lucid dagger
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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.

queen lichen
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Visual Changes in Operation Overhaul

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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.

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Fog and Valleys

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.

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Unlike volumetric fog, the effect is utilized by using depth masking and shadow masking which is lighter on performance

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God Rays

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.

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That same depth and shadow mask is used to create the light shaft effects that really make sunrises pop

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Ambient Occlusion and Deep Shadows

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.

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View Distance

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.

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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

queen lichen
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Upcoming Operation Overhaul Playtest

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.

  • First test is targeted for end of November 2025 (next month).
  • There will be multiple tests, all of which will be scheduled for weekends.
  • Accessed via the Steam beta branch of BBR (a guide will be provided, don’t worry it’s pretty straightforward).
  • This is a technical playtest, so expect bugs and iterations.
  • This will be our first opportunity to hear your feedback on Operation Overhaul.

Here’s a peek at what Operation Overhaul looks like in our current development build.

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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!

lucid dagger
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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.

lucid dagger
lucid dagger
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With the new ambient lighting, some lights can be shot out while others need to be blown up. BBRthumbsup

lucid dagger
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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.

lucid dagger
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Destructibility improvements WIP. Added particles, bullets will now destroy, and you can blow off chunks of props and structures.

lucid dagger
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We've made some loadout screen improvements, with simple and advanced views, letting you quickly glance at weapon stats or dive deeper.

lucid dagger
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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.

exotic summitBOT
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MrOkiDoki published an update to your project.

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First Commit

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exotic summitBOT
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MrOkiDoki published an update to your project.

exotic summitBOT
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MrOkiDoki published an update to your project.

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•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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exotic summitBOT
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MrOkiDoki published an update to your project.

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Improved Lighting in loadout screen
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some minor fixes too

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MrOkiDoki published an update to your project.

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Text size changed in loadout screen.

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exotic summitBOT
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MrOkiDoki published an update to your project.

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Language Manager Script Fixed

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exotic summitBOT
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Vilaskis Shalashev published an update to your project.

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• Tweak gun rank
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exotic summitBOT
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Vilaskis Shalashev published an update to your project.

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• Tweaks on scopes stat

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exotic summitBOT
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MrOkiDoki published an update to your project.

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Fixed an issue that bugs attachment indiactor line when weapon is switched

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nocturne barn
exotic summitBOT
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Vilaskis Shalashev published an update to your project.

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• Added source files for New Soldiers model
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exotic summitBOT
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MrOkiDoki published an update to your project.

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•Renamed silincers to suppressors.
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MrOkiDoki published an update to your project.

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L96 animations fixed

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MrOkiDoki published an update to your project.

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Added Auto bolt action stat

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MrOkiDoki published an update to your project.

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FireType stats are improved

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Vilaskis Shalashev published an update to your project.

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MrOkiDoki published an update to your project.

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exotic summitBOT
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Vilaskis Shalashev published an update to your project.

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• Fixed drum magazine on ACR
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• Fixed M4A1 VIP Skin

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Vilaskis Shalashev published an update to your project.

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• ACR camos fixed
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exotic summitBOT
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Vilaskis Shalashev published an update to your project.

Message

• Tweaked ammo count for guns

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed weapon aligment problems.

Assets Updated

56

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Deleted under barerl section for PP2000
• Tweaked attachments stats
• Start working on Russian language

Assets Updated

9

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweaked AK74 VIP skin
• Add M4A1 Legendary skin for 10.000 kills

Assets Updated

9

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Glitchy scroll fixed.

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added legendary skin for AK74
• Added experimental magazine for L86A1
• Tweak fire rate

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added fun stuff

Assets Updated

70

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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

Assets Updated

36

Assets Deleted

8

#

MrOkiDoki published an update to your project.

Message

Added new weapon icons

Assets Updated

68

Assets Deleted

16

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some minor fixes

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• AK74 Legendary skin now longer

Assets Updated

8

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•G36C tweaks

Assets Updated

2

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• AK74 Patreon Backer skin tweak based on Patreon backers feedback...

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

83

Assets Deleted

54

exotic summitBOT
#

MrOkiDoki published an update to your project.

nocturne barn
#

(New characters models added)

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed M9 mag
Added Attachment Icons
Fixed Weapon Scales
Fixed changing mag in loadout doesnt change ammo

Assets Updated

150

Assets Deleted

79

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Tweak scopes on USA guns

Assets Updated

20

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Tweak of Armors

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Gun stat tweak

Assets Updated

16

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

•Tweak of bullet speed

Assets Updated

22

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed Pistol's Stats

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added custom stats for gagets

Assets Updated

24

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Russian Language Pack Updated

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Major changes in database

Assets Updated

97

Assets Deleted

60

#

MrOkiDoki published an update to your project.

Message

Some minor fixes on database

Assets Updated

6

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Namespace changes in database

Assets Updated

48

Assets Deleted

20

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Gadget's stat structers are added

Assets Updated

27

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Weapon's fov kicks are fixed

Assets Updated

34

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Changes in weapon animation system

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Final fix

Assets Updated

6

Assets Deleted

0

nocturne barn
#

Final fix in weapon animation system*

#

@sleek lintel

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

Inmprove damage

Assets Updated

22

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

•FoV Kick improvment on gub stats

Assets Updated

9

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

•Gun damage to ENvironment improvmnet in stats

Assets Updated

22

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Reticle Customization Added

Assets Updated

41

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

&& (currentSelected != null || currentSelected == this)

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added pooling for loadout screen(Optimization)

Assets Updated

13

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed honeybadger

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Huge cleanup / fix in entire project

Assets Updated

1692

Assets Deleted

2012

nocturne barn
#

2012

#

wow

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Slight Fixes in UITesting scene

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed Vehicle Events

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

Battlekot_Content_Merge_000

Assets Updated

8003

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fix Assets

Assets Updated

7139

Assets Deleted

7149

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

Battlekot_Content_Migration_Done

Assets Updated

779

Assets Deleted

843

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Gadget structer is added
•Fixed some bugs in weapon and loadout screen.
•Interactable objects added(WIP)

Assets Updated

91

Assets Deleted

44

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

usp model changed

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Huge update :D

I am lazy to type all, just update game and see your self.

Assets Updated

640

Assets Deleted

55

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Tweak physic materials on medium content.
• Tweaked shadow cast on on LOD1
• A small migrating to subfolder

Assets Updated

7109

Assets Deleted

7108

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• USP skins

Assets Updated

1

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

•Trees physic updated

Assets Updated

12

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

FPS related Camera Animation issue fixed.

Assets Updated

32

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Tweaked USP skins

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Recoil is fixed

Assets Updated

14

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Back To old Setup

Assets Updated

2

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed Physic Materials.
Added able to throw grenade(With animations)
Fixed the KrissVector

Assets Updated

102

Assets Deleted

17

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Reworked some buildings prefabs, now all buildings piece and furniture have own physic

Assets Updated

589

Assets Deleted

18

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some general fixes

Assets Updated

17

Assets Deleted

44

#

MrOkiDoki published an update to your project.

Message

new vfx

Assets Updated

25

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Before Network changes

Assets Updated

357

Assets Deleted

61

nocturne barn
#

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

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

138

Assets Deleted

99

nocturne barn
#

*Structure

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Namespaces are fixed.

Assets Updated

162

Assets Deleted

53

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed mess old spawning system.

Assets Updated

35

Assets Deleted

10

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

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)

Assets Updated

13

Assets Deleted

11

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added experimental VFX paticles based on GPU for Explosions and Smokes

Assets Updated

64

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Color tweak

Assets Updated

16

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Unity Version Update to 2019.3
•Changed render pipeline to URP from LWRP

Assets Updated

137

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Complate remove of LWRP

Assets Updated

99

Assets Deleted

0

nocturne barn
#

*Complete removal of LWRP

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Imporved server hosting arguments.

Assets Updated

63

Assets Deleted

124

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed a bug in networking.

Assets Updated

14

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Render Pipelines fixed

Assets Updated

13

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Editor Menu Item's removed for cleaner editor.

Assets Updated

25

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Testings terrain holes.
• remove few non usable content from maps

Assets Updated

15

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added Wearable Database System

Assets Updated

84

Assets Deleted

226

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added 88 elemts (armors,backpack,belts,helemts etc) for character customization

Assets Updated

352

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added character skins

Assets Updated

66

Assets Deleted

27

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Fixed trees double side render material.
• Add skin colors for body,uniforms,eyes variants,face variantes,hair varients and other 66 elements

Assets Updated

181

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweak cliff material
• Tweak lighting on few maps

Assets Updated

50

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Fixed texture assets.
•Added new objects to store starting loadout - character items.

Assets Updated

204

Assets Deleted

206

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Character skin and wearables are now ready for networking.

Assets Updated

16

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Namespace changes

Assets Updated

51

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

just some fixes xd( idk what to write for this )

Assets Updated

46

Assets Deleted

4

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweak gadget avability
• Add start loadout
• Add snow and fall season cliffs

Assets Updated

105

Assets Deleted

32

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some texture assigments.

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Movement controller support added

Assets Updated

41

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed a critical bug that causing crash,
Fixed an animation glitch when player stops from running.

Assets Updated

25

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Added 'Mutlithreading' option in settings.
•Added first multiplayer shooting

Assets Updated

47

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Added server / client ticks

Assets Updated

24

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Fixed the weapon collision animation.
•Added server side walking.

Assets Updated

32

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

some fixes

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Terrain sounds add
• Tweak movement speed

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Network progress!

Assets Updated

33

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Progress on weapon and gadgets to use in thirds person view.

Assets Updated

55

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Changes in server upload tick rate

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Training map update

Assets Updated

98

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

All character animations are edited - remade.

Assets Updated

69

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed an issue of in accurate sync at start of game.

Changed rate of rubberbending depended on ping

Assets Updated

11

Assets Deleted

0

nocturne barn
#

*inaccurate

#

xd

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

83

Assets Deleted

41

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Ruined buildings now have physic materials.
• Player test skin update

Assets Updated

173

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some new features just xd

Assets Updated

72

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Layers for objects

Assets Updated

776

Assets Deleted

14

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some changes and bug fixes.

Assets Updated

114

Assets Deleted

45

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Poligon test cave and terrain hole
• textures tweaks
• Materials tweak

Assets Updated

125

Assets Deleted

8

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Disco!!!

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Building physic materials fixed

Assets Updated

46

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Voice chat upgrade

Assets Updated

21

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Fixed missing physic materials

Assets Updated

14

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fixed some stuff. I am lazy to type each... xd

Assets Updated

33

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Unable to save Terrain's Ground texture - materials fixed.

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

•Eduardovo map
• Terrain sounds added

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweak of magazine count at start.

  • assault rifles and LMG , MG = 1
  • SMG = 2
  • DMR = 3
  • Sniper rifles = 4
    (Light armors = +2 extra mag)
    (Normal armor = + 4 extra mag)
    (Heavy armor = +5 extra mag)
Assets Updated

19

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Compass Added.
Magazine Indicator added.
Chat UI added (not working yet)

Assets Updated

57

Assets Deleted

25

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

UI updated

Assets Updated

54

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Main Menu progress

Assets Updated

43

Assets Deleted

5

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Menu Update
Master Server Update

Assets Updated

23

Assets Deleted

1

#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Database is working now.

Assets Updated

28

Assets Deleted

2

#

MrOkiDoki published an update to your project.

Message

Some debug stuff added for vily

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Server List Update

Assets Updated

16

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Some UI fixes
•Improvement on quick match algorithm.

Assets Updated

12

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• icons for loading screen

Assets Updated

40

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Database Update.

Assets Updated

70

Assets Deleted

4

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Update all guns LODs

Assets Updated

22

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Just saving so my progress get save ^^

Assets Updated

67

Assets Deleted

5

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Clan update.

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

46

Assets Deleted

32

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Terrain Update

Assets Updated

9

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Shader tweaks

Assets Updated

62

Assets Deleted

5

#

Vilaskis Shalashev published an update to your project.

Message

• Tweak physic materials

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Lighting twaek

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

15

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

23

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Polygon camera

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Update in project plugins.

Assets Updated

3

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Projectile Update

Assets Updated

7

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Bullet shells supports terrain colliders

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Lighting update

Assets Updated

13

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Material Upgrade

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Before new shaders

Assets Updated

16

Assets Deleted

6

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Crash bug fix.

Assets Updated

682

Assets Deleted

804

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Scoreboard update

Assets Updated

411

Assets Deleted

637

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Vegetation shaders tweak

Assets Updated

13

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Update(I have no idea to type here)

Assets Updated

116

Assets Deleted

5

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• just collab

Assets Updated

40

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Shaders

Assets Updated

203

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Main Menu Update

Assets Updated

97

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Before some shaders

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Shaders

Assets Updated

163

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added icon for Razor.
• Improved quality of trees
• Added basic fog to scene.
• Added rock details on map

Assets Updated

31

Assets Deleted

14

#

Vilaskis Shalashev published an update to your project.

Message

• Razor sight tweak.
• Veteran skin for M4A1

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Offline player for Vily
•Clan UI update

Assets Updated

43

Assets Deleted

29

#

MrOkiDoki published an update to your project.

Message

Room Prefab Update

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some fixes

Assets Updated

3

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Render distance set to 4k from 1k

Assets Updated

1

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Map magic imported

Assets Updated

607

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweaks

Assets Updated

68

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Improve cliff and rock on maps

Assets Updated

91

Assets Deleted

93

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

176

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Materials update

Assets Updated

52

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Scope updates.

Assets Updated

215

Assets Deleted

72

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Animation update.

Assets Updated

56

Assets Deleted

3

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Engine Update

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Scopes fix for new engine.

Assets Updated

14

Assets Deleted

0

nocturne barn
#

new engine update*

#

xd

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweaks of few models
• Added rocks to District as details

Assets Updated

31

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Assets cleanup.

Assets Updated

66

Assets Deleted

675

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Flir Update

Assets Updated

64

Assets Deleted

21

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Rock details tweak again.
• a bit more props

Assets Updated

44

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Flir update.

Assets Updated

37

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Holographic sight update
Inaccurate collision sounds fixed.

Assets Updated

50

Assets Deleted

13

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Scopes update.

Assets Updated

63

Assets Deleted

8

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Scope update ? pls unity collab this.

Assets Updated

64

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

20

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Cliff replacement

Assets Updated

41

Assets Deleted

69

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Rain and Thunder added.

Assets Updated

280

Assets Deleted

83

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

••• District,Naak,Wine_Paradise

Assets Updated

49

Assets Deleted

5

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

Minimap of District

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

88

Assets Deleted

20

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• District tweaks

Assets Updated

24

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

158

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Friday path for District

Assets Updated

31

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Namak

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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

Assets Updated

383

Assets Deleted

60

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Before upgrade.

Assets Updated

47

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Canted Sights Fixed
•Fixed the ability of throwing something while doing bolt pull action in sniper rifles.

Assets Updated

22

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Save progress

Assets Updated

20

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Terrain Tools update to 3.0

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Uploading map "Peak"

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

32

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•T pos fixed.
•Cirlce magazine bug fixed.
•Blood Screen fixed.

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Desert elements grouping

Assets Updated

36

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Fix of hole

Assets Updated

84

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Unity crashed while uploading update xd

Assets Updated

20

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• bug report tweaks

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Concrete elements deploy

Assets Updated

101

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Menu update.

Assets Updated

56

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

SSAO experimental.

Assets Updated

66

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

SSAO remove.

Assets Updated

1

Assets Deleted

26

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

90

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

43

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

92

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Brick elements deploy

Assets Updated

82

Assets Deleted

4

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Bunker parts deploy

Assets Updated

34

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Uploading missing parts

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Wood part deploy

Assets Updated

56

Assets Deleted

4

nocturne barn
#

•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.

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Sync physic settings.
• Metal part deploy
PHASE 01 done

Assets Updated

66

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Bunker rework buildings no furniture

Assets Updated

37

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Concrete building replace

Assets Updated

111

Assets Deleted

20

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Metal building remake no furniture

Assets Updated

23

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Wood building done no furniture

Assets Updated

36

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• clean up unused old building and elements blend files

Assets Updated

88

Assets Deleted

608

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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)

Assets Updated

183

Assets Deleted

4

nocturne barn
#

Flirs nerfed NOT BUFFED omfg. [Wrote it wrong there Xd]

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Brick office left from Brick structure

Assets Updated

547

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Player models are optimized.
•Player models Spawning / Destroying optimized.
•Registering RPCs functions optimized.
•LODs iterating optimized.
•Muzzle flashes optimized.
•Impact particles optimized.

Assets Updated

55

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Replace URP terrain to LUX terrain for backup shadows on terrai (Temporal solution)

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

79

Assets Deleted

14

nocturne barn
#

Hitmarker*

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• DMR rifles do not have 15x scopes . 8x scope max.

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

50

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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)

Assets Updated

109

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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)

Assets Updated

26

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Brick building done. Desert left

Assets Updated

19

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Test A1

Assets Updated

147

Assets Deleted

100

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Some block update

Assets Updated

99

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Upload progress on replace medium objects

Assets Updated

67

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Save progress

Assets Updated

99

Assets Deleted

36

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• save progress 2

Assets Updated

48

Assets Deleted

16

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Optimization Step 1

Assets Updated

68

Assets Deleted

0

nocturne barn
#

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
exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

152

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

New Update.

Assets Updated

123

Assets Deleted

4

#

Vilaskis Shalashev published an update to your project.

Message

• eat it!

Assets Updated

361

Assets Deleted

413

nocturne barn
#

xd

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• save progress on furniture

Assets Updated

50

Assets Deleted

117

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Save progress of furniture

Assets Updated

173

Assets Deleted

282

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• clean up + finish furniture

Assets Updated

184

Assets Deleted

742

#

Vilaskis Shalashev published an update to your project.

Message

• Mega cleanup

Assets Updated

14

Assets Deleted

1278

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added collection of terrain stamps

Assets Updated

235

Assets Deleted

228

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Eduardovo rework

Assets Updated

82

Assets Deleted

271

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Huge update sync.

Assets Updated

652

Assets Deleted

100

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

player size and image effects

Assets Updated

30

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Last changes sync

Assets Updated

14

Assets Deleted

1

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Fast Build Script

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Vaulting update.

Assets Updated

42

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Buildings on Azagor has furniture now.
• Tweaked some prefabs layers

Assets Updated

61

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

121

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Update.

Assets Updated

93

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Vaulting Improved.

Assets Updated

24

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Vaulting Update.

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Offline player on azagor

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Old Script remove.

Assets Updated

18

Assets Deleted

2

#

Vilaskis Shalashev published an update to your project.

Message

• floating grass-rock

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Sights update.

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor ready to use. Gamemode setup, icon for server browser

Assets Updated

32

Assets Deleted

2

#

Vilaskis Shalashev published an update to your project.

Message

• Peak ready to play + icons

Assets Updated

11

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Minimap for Peak

Assets Updated

4

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Map standart for peak

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• yap, something secret

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tweak colliders + move map

Assets Updated

139

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Deadzones and TDM base tweaks

Assets Updated

1

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Azagor update.

Assets Updated

40

Assets Deleted

11

#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

7

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• fix base

Assets Updated

1

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Peak map move to center

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Azagor Update

Assets Updated

25

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Map Center fixed.

Assets Updated

15

Assets Deleted

7

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor update

Assets Updated

39

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Morning update.

Assets Updated

453

Assets Deleted

92

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Brick walls door frame update + added ruined parts for each brick element

Assets Updated

72

Assets Deleted

48

#

MrOkiDoki published an update to your project.

Message

Buildings update.

Assets Updated

128

Assets Deleted

5

#

MrOkiDoki published an update to your project.

Message

Player in combat update.

Assets Updated

4

Assets Deleted

7

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• UNSTATIC

Assets Updated

187

Assets Deleted

6

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

building update.

Assets Updated

254

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Configurate furnitures and walls

Assets Updated

316

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

No Comments

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor building ready for desctruction and bake

Assets Updated

46

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

stairs update.

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Buildings fix.

Assets Updated

23

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Building + Weapons update.

Assets Updated

94

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some update. lazy to write.

Assets Updated

14

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Added ruined segments for Brick,Wood and metal walls

Assets Updated

179

Assets Deleted

223

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• added destruction parts for concrete buildings

Assets Updated

113

Assets Deleted

93

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some fixes XD

Assets Updated

25

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• District map rework to current scale

Assets Updated

33

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

92

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

azagor and bug fix update.

Assets Updated

26

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor update

Assets Updated

12

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Weapons update.

Assets Updated

42

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor bug-fixes 30/03/2020

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Latest update.

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Namak save progress

Assets Updated

28

Assets Deleted

25

nocturne barn
#

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.
exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Vily...

Assets Updated

49

Assets Deleted

12

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor update + District map ready to play

Assets Updated

48

Assets Deleted

58

nocturne barn
#

•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

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Desert_house_12.prefab LOD fix.

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Unity 2019.3.9 + URP 7.3.1

Assets Updated

17

Assets Deleted

61

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Tools Asset Update.

Assets Updated

499

Assets Deleted

633

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Save progress

Assets Updated

29

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Tree fix

Assets Updated

3

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Root flags and fix trees with buildings

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Thanks for test Oki xd

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Update.

Assets Updated

232

Assets Deleted

108

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

64

Assets Deleted

22

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

17

Assets Deleted

2

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Ability to turn off the blood screen fixed.
•After revive players get 60 hp instead of 10.
•Loadout screen worked.
•Ability to choose throwables.

Assets Updated

17

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Up to date minimaps

Assets Updated

58

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Maps bake.

Assets Updated

31

Assets Deleted

18

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

13

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Light_01, Light_02 was converted from mesh to box colliders.
• Save progress on maps

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Update

Assets Updated

6

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Hx removed

Assets Updated

1

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

Night - Day system is now working.

Assets Updated

8

Assets Deleted

4

#

MrOkiDoki published an update to your project.

Message

Bugs fixed.

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Night maps

Assets Updated

53

Assets Deleted

204

#

Vilaskis Shalashev published an update to your project.

Message

• Tweak sun position

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• G36 and ACR is rifles

Assets Updated

13

Assets Deleted

4

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Tactical flashlight now different

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Bunkers LOD issue fixed.

Assets Updated

8

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Maps Assets fix.

Assets Updated

23

Assets Deleted

19

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

----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.

Assets Updated

47

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• District fixing holes

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Test Collab.

Assets Updated

110

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• Test collab

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Weird Sight.

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

108

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• experiment on Azagor

Assets Updated

896

Assets Deleted

12

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

40

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Azagor and District baching fixes + save progress before minning factory

Assets Updated

41

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• New map Wakistan released

Assets Updated

90

Assets Deleted

17

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Flares were not being removed from scene after a while fixed.
•Night vision fog settings fixed.
•Balance Progress.

Assets Updated

38

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Vily пожалуйста fix...

Assets Updated

51

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• tweaks of terrain and one building.

Assets Updated

8

Assets Deleted

0

#

MrOkiDoki published an update to your project.

Message

FYouSights.

Assets Updated

32

Assets Deleted

0

#

Vilaskis Shalashev published an update to your project.

Message

• not critical tweaks that we can apply to future hotfix

Assets Updated

4

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• tree fix

Assets Updated

15

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• USA Camos now darker

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Bunker fix.

Assets Updated

12

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Added ability to ads like night goggles without night goggles.
•Tickets values clamped.
•Bunkers LODS issue fixed.

Assets Updated

26

Assets Deleted

6

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• endweek tweaks

Assets Updated

16

Assets Deleted

8

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Namak save progress

Assets Updated

18

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Save progress on Namak

Assets Updated

33

Assets Deleted

102

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Destrucation Progress.

Assets Updated

130

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Some cool stuff

Assets Updated

28

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Collab

Assets Updated

44

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Namak map released

Assets Updated

17

Assets Deleted

9

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Test Collab.

Assets Updated

593

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Physics Rate fix.

Assets Updated

5

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Sledgehammer added.
•Fixed a bug where flir glitched when screen resolution changed.

•Claymore added.

Assets Updated

49

Assets Deleted

10

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Sledgehammer Smashing / Hitting sounds added.

•Walls physics materials fixed.

•Sledgehammer damage update.

Assets Updated

90

Assets Deleted

9

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Sledgehammer

Assets Updated

6

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Claymore - Sledgehammer update.

Assets Updated

64

Assets Deleted

49

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Bunker invisible wall tweak. Optimize few meshes. simple tweaks on Azagor

Assets Updated

11

Assets Deleted

0

exotic summitBOT
exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Fixed a crash issue.
•Fixed a critical CPU - GPU memory syncing point.
•Fixed physics tickrate once again
•Physics optimization.

Assets Updated

31

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

LOD support for destruction

Assets Updated

10

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

C4 Added

Assets Updated

26

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Destruction - Server Side progress.

Assets Updated

27

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

EnvironmentObjectEditor update.

Assets Updated

3

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Destruction Update.

Assets Updated

300

Assets Deleted

4

#

MrOkiDoki published an update to your project.

Message

Interpolation problem fixed.

Assets Updated

2

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

explosions.

Assets Updated

11

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Destruction networked

Assets Updated

24

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Assign different color to non destroyable parts of buildings. bug fixes and progress on mutlu_islands v4 map

Assets Updated

27

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• 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

Assets Updated

33

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Holy Moly Magical Changes.
Vily dont collab pls.

The new update for last 1 month.

Assets Updated

135

Assets Deleted

10

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

69

Assets Deleted

3

#

Vilaskis Shalashev published an update to your project.

Message

• tweak Namak map.
• Adding more metal wall elemets

Assets Updated

144

Assets Deleted

34

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

For vily.

Assets Updated

21

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Namak more accurate map borders

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

Raycasting optimization.

Assets Updated

7

Assets Deleted

0

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Fix two more leaks on Namak.
• Placed to correct position endgame camera and team cameras

Assets Updated

1

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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)

Assets Updated

45

Assets Deleted

2

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• 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

Assets Updated

122

Assets Deleted

10

exotic summitBOT
#

Vilaskis Shalashev published an update to your project.

Message

• Sssssssss - Salhan?

Assets Updated

16

Assets Deleted

4

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Overpowered night vision ads fixed.
•TTK made longer due balance snipers.
•Sniper scopes reticles redesigned.
•Bullet visuals changed (thanks to CaterkillerVEVO#2236)

Assets Updated

47

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•Bipod is working

Assets Updated

53

Assets Deleted

0

exotic summitBOT
#

MrOkiDoki published an update to your project.

Message

•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.

Assets Updated

29

Assets Deleted

0