Patch notes
General and gameplay
- Improved controller input logic: [list]
- Fixed [b]Ctrl[/b], [b]Alt[/b] and [b]Cmd[/b] modifiers being swapped around
- Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
- Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key [i]Gamepad_RightX[/i] to non-axis keys, e.g. [i]Gamepad_RightStick_Right[/i] & [i]Gamepad_RightStick_Left[/i])
- Created [i]AxisHasActionKeyHandledByAction()[/i]: finds non-axis keys associated with supplied axis key; returns true if [i]IsKeyHandledByAction()[/i] call with that non-axis key is true
Maps
- [b]City[/b]: patched some holes in the vault walls, and removed old UE4 default navmesh
- [b]Compound[/b]: fixed a railing that could not be shot through
- [b]Creek[/b]: blocked off edge of the map to stop players vaulting over the boundary
- [b]Depot[/b]: increased draw distances of many large props, vehicles, rocks and containers
- [b]Power Station[/b]: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to [b]L[/b] key
- [b]Small Town[/b]: [b]Fixed nav mesh[/b] (was causing AI to fail); adjusted HLODs and increased draw distances
Inventory
- Fixed [b]MK24 CAP[/b] pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
- Added [b]AOR-2[/b] skin for [b]Plate Carrier (JPC)[/b], [b]Plate Carrier (MPC)[/b], [b]Battle Belt[/b] and [b]Gun Belt[/b]
- Updated [b]OCP[/b] substitute/attachment skin priorities (tans first, greens later)
UI
- Updated mouse scroll behavior in [b]Customize Operator[/b] menus to scroll one line per wheel increment
- Updated [b]Server Browser[/b] list columns: [list]
- Tweaked column widths to fit longer map/mission names
- Improved alignments and clipping behaviors to prevent text overflow issues
- Changed [i]Server is empty.[/i] string to [i]No players.[/i] to save space and prevent clipping
Audio
- Fixed [b]LVAW[/b] missing mechanical audio layer
- Tweaked some voice lines
- Rockets in [b]Power Station[/b] now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
- Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
- Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
- Conversion settings updated for further optimization and to convert some stereo sounds to mono
Modding
- Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
- Updated [b]MK23 test mod[/b] to use mod-specific gameplay tags
- Updated firearm customization screen to support numbered sockets for [i]InvItem.Socket[/i] logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
- Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
- Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
- Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
- Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)
AI
- Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
- Reduced chance of retreat with smoke grenade occuring
- Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
- Miscellaneous AI bug fixes
Visuals
- SUV and pickup truck: disabled affect translucent lighting on the spotlights
- Updated [b]Field Jacket[/b] assets to improve rolled sleeve effect (faded camo)
- Updated [b]Plate Carrier (MPC)[/b] assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
- Color-corrected [b]Battle Belt[/b] skins (AOR-1 and OCP) to darken excessively bright tan areas
- Hooked up missing muzzle effects for [b]AS Val[/b] / [b]VSS Vintorez[/b] family
Known issues (new to this release)
- Both the [b]MK24 CAP[/b] and [b]M1911A1[/b] pistols are temporarily missing suppressor sockets
