Patch V1034.2 is now available. Though we have not yet been able to work out the online rubber-banding issue, we had a lot of changes and fixes that were not worth holding back any longer.
Thanks for your patience and reports so far! We hope to have a fix for the rubber-banding soon, along with the official modding implementation.
Zitat:
???? IMPORTANT NOTICE to server owners re: rubber-banding
We're aware of the severe online rubber-banding issue, and although we haven't fully determined the cause yet (we have a lead!) we did notice that the issue keeps increasing in severity the longer the server is live. Restarting the server usually fixes the issue.
???? As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.
Zitat:
❗ KNOWN ISSUE: Ready Room aiming bug
Due to complex fixes to weapon zeros, aiming down sights may cause the camera to align with the top rail rather than the sight. This is limited to the Ready Room only.
???? To fix it, simply re-equip your kit (via locker or workbench) or deploy to the play area.
Patch notes
AI
- Made suppressed weapons less audible for AI (range reduction by 40% — WIP, testing things out)
- Increased influence of light scale to the overall character visibility: AI should no longer easily spot players in the dark
- Big AI update: [list]
- Added AI coordinator system — the basis for exchange of information between AI bots
- Added target handling to GBKytController to register with the AICoordinator
- Enabled new hearing system for gunshots (now uses same system as footsteps)
- Gunshot range is treated differently for suppressed and unsuppressed weapons
- Fixed AI going prone when close to enemy, now require distance > 40 m
- Fixed a bug where AI wouldn't shoot when advancing towards the target
- Added new separation between cover behaviors for crouching and when leaning out of cover
- Reworked engagement rules for AI taking into account the current enemies that are engaging the player through the AI coordinator system
- Fixed an issue where Guard AI would follow noise but Patrol AI would not (reversed)
- Adding new behavior sub-trees for firing from cover
- Updated spatial queries for cover generation
- Slightly increased hearing distance for AI on 747, Compound and Depot
[/list]
Audio
- Major audio overhaul to improve and fix ambient sounds: [list]
- Improved audio quality conversion — more details in the soundscape should now be hearable, and levels should now generally sound better and more "alive"
- Ensured ambient sounds update correctly when time of day (TOD) is changed
Animation
- Ongoing rework to improve/fix animation for NVG being lowered/raised in different stances and with different items being equipped
- Fixed animations to follow the new finger outside of trigger guard
- Fixed Specter DR 1x/4x lever animation being offset
UI
- Updated keybinds list in Settings > Controls to improve the names of a few actions and to ensure consistency between Keyboard/Mouse and Controller keybinds
- Added tooltip hint to "Night Vision Goggles" keybind to reinforce that goggles must be equipped on the character for the bind to be functional
- Hopefully fixed wibbly-wobbly VOIP indicator issue
- Attempted fix for reticles not keeping their color and different laser dot effects occurring when using colorblind filters
- Changed colorblind filter notice text at top-right to be smaller and less obtrusive
- Made Headcam the default spectator camera, by popular request
- Returning to Settings menu (from play area) no longer re-selects the Controls screen (now leaves it on whichever settings screen was open previously)
- Hiding the HUD in Headcam spectator view (default H) now hides the minimap and displays basic player info
- Tablet now shows player names for everyone, if in Training mode
- Updated City minimap so as to encompass the bank vault area
- Fixed bug where clearing an inventory item in character editor did not clear the [CUSTOM] tag and color scheme
- Cleaned up radial menus: [list]
- Style consistency pass (background, hover, font, formatting etc.)
- Renamed attachment functions for better clarity
Gameplay
- Prone is no longer affected by stamina and arm strength (WIP, temporary)
- Removed ability to re-pin grenades
- Water: fixed bodies of water blocking projectiles, grenades colliding with water surfaces, and clean water blocking lasers (should still block if dirty water)
- Dying underwater and/or resurfacing should also correctly clear the underwater effect
- Fixed retention reloads dropping the first magazine with certain weapons (e.g. M110, MK46)
- Big cleanup of iron sights and optics zeros — let us know if you catch any bad ones still!
- Fixed some scopes seeing through walls (may require new weapon builds to be created)
Art and customization
- Art pass on Roster whiteboard (Ready Room): [list]
- Replaced font with more readable alternative
- Replaced status icons with text (OK = alive, KIA = dead, Prep = in Ready Room, Spec = in Spectator Mode)
- Minor alignment and formatting changes
- Updated text for Team Element selection instructions
Maps and missions
- Miscellaneous mission fixes: [list]
- Fixed random barrels in deck in Rig (Defuse)
- Fixed up some floating laptops in Small Town (Intel Retrieval)
- Tweaked laptop position in building D basement in Small Town Uplink
- Minor cleanup on 747 intel retrieval mission (moved laptop off Cessna struct even though placement was FINE really)
- Tweaked 747 PVE missions to remove AI from the avionics room (collision, clipping into ceiling and pathing seemed a bit tricksy overall)
- Adjusted OnHit logic in Defuse mission object so as to only run on server and ignore any hits except from bullets (so players can jump on bombs without consequences)
- Missions with out of date version number won’t show in mission selection screens
- Old missions (V1033, V1034.0, V1034.1) need to be loaded and resaved in editor
- If saved AI kits don’t load, mission loadouts will be used. If they don’t load, AI won’t spawn
- All standard missions updated via script
- Lots more changed under the hood, including in kit validation systems
- Ran script to remove AI spawn points from Deathmatch missions
- Ran script to convert Deathmatch missions to Last Man Standing versions
Miscellaneous
- Fixed problems with ResAtMe and ResNear commands
- Fixed up player names not appearing on Tablet: slightly changed behavior so names appear whether in play or in Ready Room, but not if not assigned to a team (e.g. when in a free-for-all mode, or in Ready Room reception lobby)
- Fixed spectator-only players getting stuck at loading screen, not seeing the correct sky, and being shown respawn option
- Many, many under-the-hood changes and fixes