Last week's [b]patch V1035.2[/b] released with more than a few issues, so we're addressing as many as possible in this hotfix.
UI/UX
Restored accessibility settings for [b]Color Blindness Mode[/b] and [b]Replace Key Reds With[/b] (Settings › Video › Advanced › Accessibility).
Fixed front-left rails on the [b]M110K1[/b]'s handguard having their slots flipped, causing attachments to mount inwards.
Restored ability to edit callsign in [b]Lone Wolf[/b].
[list]Removed logic for "Use Standard" callsign, which used Team Elements as reference — feature was rarely unused and used Lua logic, so we opted to scrap it (at least for now).
Hooked up the [b]F8[/b] key shortcut to the Admin Panel again.
Updated the logic for the [b]Hide HUD[/b] function while spectating ([b]H[/b] key) to take into account whether the player was alive or dead and avoid an issue where the H key fails to hide HUD due to being tied to hand signals.
Various small changes to UI text, formatting and styles in [b]Admin Panel[/b] elements (particularly [b]Kit Restrictions[/b] and dialogs) to improve consistency and usability.
Fixed missing tooltip to [b]Game Stats[/b] button (top [b]Esc[/b] menu).
Added mention and tooltip for [b]Check Watch[/b] ability in keybinds list (Settings › Controls) next to Freelook.
Gameplay and controls
Fixed issue where the [b]Steady Aim (ADS)[/b] ability was tied to [b]Focus Zoom (ADS)[/b]. Now you can use these abilities separately again.
Fixed invalid state when picking up a shotgun shell or round that was ejected intentionally during a reload.
AI and enemies
Tweaked AI frag grenade ability: increased minimum throw range, which should reduce the frequency of grenades. [i](NOTE: A more complete solution is already in the works for V1036.)[/i]
Updated the smoke grenade ability to fix AI getting stuck due to an issue with the logic tree.
Updated the distance threshold for detection on bots to help with them running into players or not seeing them when they should.
Updated the US PMC voice lines to not use the radio filter.
Missions, game modes and multiplayer
Fixed issue where players would leave a match in progress on a server and it would fail to end the round if no one was playing it.
Updated all [b]Intel Retrieval[/b] missions to ensure AI will not spawn near the player spawn points.
Updated [b]Extraction Point[/b] to always show regardless of distance.
Updated the [b]Ops Board[/b] (Ready Room) to allow players to click to spectate again.
Changes to [b]Hostage Rescue[/b] requirements: now you only need 2 players on Red team and 1 player on Blue team to start the round. This should reduce the headache of starting a Hostage Rescue match if the teams suddenly change balance during a countdown or during the round start.
Removed bad spawns on [b]City (Subway)[/b] and fixed issue with missing doors on that map.
Fixed issue where the voting timeout logic was being interpreted incorrectly, leading to timeouts upwards of an hour.
