As a small development team, like those big patches started to take time to release. With this patch, we have introduced many fixes, changes, and new features with a new CQB mission - Echo Surge.
Fixes
- Fixed the issue if a player enters and exits the pause menu after death, they can move the character.
- Fixed the bug where players that are in a down but not dead state can still shoot.
- Fixed mouse cursor disappearing when entering and exiting the pause menu while dead.
- Fixed VoIP not working at mission levels.
- Improved VoIP sound quality.
- Fixed the empty mag bugs that occur randomly upon reloading.
- Fixed hold lean setting.
- Fixed hold aim setting.
- Fixed VSYNC setting.
- Fixed stretching issues of loading screens in wider screens.
- Fixed some settings not being saved correctly.
- Fixed the Joining a session via Steam friends list issue.
- Fixed the bug where if the Specimen (Weeping Angel) in Loose Ends mission kills a player, the post-death UI does not appear.
- Fixed some client-side network problems regarding mission object interactions.
- Fixed some belt & vest attachment bugs.
- Fixed a bug where the fire modes break if a player changes weapon while in burst fire mode to a weapon that doesn't have burst fire mode.
- Fixed a bug caused by network issues that cause endless loading time while connecting to a game in the main menu.
- Fixed session list not auto-refreshing on start.
Changes (UI/UX & Gameplay)
- Players now are immune to all damage received within 4 seconds of being revived. (Community Request)
- You can now switch to both of your primary and secondary weapons and inspect them at the Base of Operations main floor (Community Request)
- We are changing the datapad/scan mechanic as mentioned before. It's now working with a one-button stroke and shows where the objectives are with markers. The scan still shows anomalies/objectives behind the walls with a red overlay. (Community Request)
- We've also added the mission name and difficulty details on the screen for joining players. This way, they can know which mission and difficulty has been chosen by the Host player. (Community Request)
- Added an FOV slider to the Control Settings menu. (Community Request)
- Increased max primary magazine amount limit to 8. (Community Request)
- Reworked character health/damage/death system entirely: Now players always get in the down but not dead state after sustaining enough damage to drain their health. If they can't revive themselves or get revived by a teammate in time, they will die. Additionally, if a player chooses to die instantly while in the down but not dead state, they can hit the interact button to let go.
- Removed some unused controls in the settings.
- You can no longer heal yourself while on max health.
- The Datapad screen no longer stays off when not in use. Now, you can track the percentage of Recalibration live. We are making changes to suit the new UI and task-tracking system.
- We've removed the placeholder for Player Card Info and made it cooler and more detailed. Now, you can see your teammates' health & resources, such as the number of grenades they have, etc.
- Mission loading screens have been reworked.
- When a player joins or leaves the Base of Operations, the other players will be informed on the HUD.
- Option added to unequip NVGs without changing headgear.
- You now can see the equipment info while attaching equipments to your vest or belt.
- Restart Mission button added to the post-death widget, visible for the host player.
- Equippable max stimpack amount limited to 7.
- Restocking now refills stim packs as well as grenades.
- More QoL changes at Gun Customization UI
- Flashlight & Laser activation and deactivation sounds changed.
Missions
- We made some layout and lighting changes.
- We have added Ammo Refill locations.
New Features
- Now you can always track the next objective location(s) on your compass, with no need an active scanning. (Community Request)
- Gameplay UI can be Hide/Show with one TAB button stroke. (Community Request)
- We have added a small screen shake if the player gets shot. (Community Request)
- Jump - yep, now you can jump over or onto small obstacles. (Community Request)
- Mag Counts. While reloading, restocking, or during a magazine check, you can now see how many magazines you have and the amount of ammo in each. The current magazine is always displayed on the right side (Next to your gun), separated by a small yellow line. (Community Request)
- Some sidearms now have built-in flashlights.
- HUD now includes a health bar, info about remaining grenades & stimpacks and hotkeys to use previously unshown equipment. (Community Request)
- Missions are now shown in the HUD.
- Door mechanics added into Echo Surge Mission.
- A new mini-game mechanic added into Echo Surge Mission a PC Terminal / Console.
AI
- We're introducing two new Anomaly Soldier types equipped with SMGs and Shotguns.Zitat:Their behavior will differ from those carrying ARs. As expected, soldiers armed with SMGs and Shotguns will prefer more closer range for combat. Particularly, AI utilizing Shotguns will attempt to close the distance to players. While doing so, they will sprint until reaching a certain minimum distance.
- Soldier AIs won't walk and pass next to you with/without shooting anymore. And if they are out of their shooting range they will start sprinting to get closer to you or your teammate.
- We reduced Anomaly Soldier AI's sight angle from 90 to 65, this change made them more humane(ish) they won't see to over 65 degrees on the sides if they are not aware.
- We increased Anomaly Soldier AI's sight and hear radius.
- Crawler (Named as Queen by our community) now can die before her animation ends. Zitat:Queen's animation and behavior may change on the next patches.
- We decreased the aggressiveness of other anomaly enemies.
- New Enemy-type Husk (Melee Horde Spawns) added into Echo Surge Mission. (Experimental)
Zitat:
That will depend on the EQS's threat calculation at that moment.
Zitat:
This may change again with the feedback we will get
Zitat:
Also, this one may change again with the feedback we will get
Please continue giving us your feedback. And consider sending your bug or if you want to get in touch and speak with us please consider joining our Discord . We are online, and we mostly use Discord for instant, direct communications.
- Contain DEV Team.