???? IMPORTANT NOTICE to server owners re: [b]rubber-banding[/b]
We're aware of the severe [b]online rubber-banding issue[/b], and although we haven't fully determined the cause yet (we have a lead!) we did notice that [i]the issue keeps increasing in severity the longer the server is live[/i]. Restarting the server usually fixes the issue. ???? [b]As a temporary solution, we suggest admins/owners set up their servers to automatically restart every 4–6 hours.[/b] [/quote]General notice
In preparation for the official release of modding via [b]Steam Workshop[/b] and the [b]GROUND BRANCH SDK[/b] in the near future, we undertook a major reorganization of game assets and code. This has taken a lot of time and work, and though we have put most of it back together, there are still a few unresolved bugs out there — most noticeably [b]visual issues[/b] (e.g. ghosting) relating to rendering and overlays. We also had a lot of important fixes (and a lot of AI changes) that we couldn't wait any longer to tackle. Of course, any big change to the code base always has knock-on effects, so please bear with us while we hunt down and squish any remaining issues relating to the code rework.Patch notes
AI
As promised, we have spent a lot of time in V1034.3 giving the AI behavior a new iteration. Most of this is Chris bug-fixing and evolving AI behavior to be more plausible and consistent with player expectation, as well as more noticeable variations between difficulty levels. However, we have also spent some time going over the existing maps to AI-proof staircases and other trouble areas, and otherwise to improve the interface between AI and level geometry. Some AI audio issues have been fixed, but some remain. In more detail, AI has had the following changes:- AI difficulty settings have been updated [list]
- Adjusted [b]Untrained [/b]and [b]Trained [/b]to compensate for better hearing
- Untrained AI are generally easier to fight
- Changed aiming bone for Untrained AI so they are less likely to headshot the player
- Adjusted difficulty settings and reaction time for Veteran AI
- Veteran AI are now more reactive to footsteps than other difficulties and are more likely to engage faster
- Loud noise up to 10 m away: will walk directly to the noise
- Up to 25 m away: will walk a short distance towards target
- Above 25 m: will just look in the direction (distances are subject to change upon further testing)
AI bug fixes
- Fixed reaction time variable being ignored in close proximity when AI would move towards the player
- Fixed prone and crouch not resetting on AI when it loses sight of target for a brief period of time
- Fixed AI shooting each other, now doing a check whether another AI is in front of them before firing
- Fixed incorrect rotation for AI after engaging an enemy at a different height level
- Fixed an issue where aim miss deviation was calculated incorrectly for Untrained AI
- Fixed an issue where aim values were not being applied properly based on skill level
- Fixed AI characters being rotated in weird angles
Gameplay and animations
- Another attempt to fix the “gun shake” bug (commonly appeared after sprinting)
- New anti-cheat measures: [list]
- Disabled some cheaty console variables
- Metadata for stamina and sway variables removed from config files
- Night vision overlay is one and the same with the post-process effect now, making it harder to remove
UI
- The Main Menu has received a beauty pass
- Cleaned up and did a minor style pass on all pop-up hints
- Created new pop-up hints: [list]
- [b]No NVG equipped[/b] — for when players try to activate NVG without having any equipped on their character
- [b]NVG proximity blur[/b] — to alert players that the NVG’s fixed focal range make them difficult to use with most sights
- [b]Fallback patches[/b] — to instruct players that any custom (modded) patches equipped require a fallback stock patch selection to display to players that choose not to see modded patches
- Style consistency and update pass
- Added hint for custom (modded) patch visibility
- Added [MOD] tag and tooltip to specify custom patches
Modding
- Modding menu now opens on the first tab by default
- [b][PREVIEW][/b] New tab under Modding: the [b]Quick Create[/b] menu allows simple (non-asset) mod types to be easily created and uploaded to the Steam Workshop
Maps
- Updated [b]Ready Room[/b] signage to static lightboxes
- Re-enabled volumetric fog in [b]Small Town[/b], [b]Compound[/b], [b]Rig [/b]and [b]Storage Facility[/b]
- General cleanup and addition of blockers to navmeshes for better AI navigation
- Rebuilt navmesh on all maps
- Fixed tree coming through wall in [b]Run Down[/b]
- Removed glass shards with bad material from Run Down
- Replaced foliage in Run Down due to poor collision setup with existing meshes
- Fixed "double pane" glass in [b]City [/b]that was showing incorrect bullet holes when shot out
- Fixed floating sign on generator in [b]747[/b]
- Fixed some navigation and collision issues in 747 (stairs in main building and in lower level of aircraft)
Game modes
- Fixed bad laptop under stairs in City (Intel Retrieval)
Inventory
- Fixed [b]NVG Head Mount[/b] not having any NVG mounted by default
Known issues
- Attachment points are sometimes incorrectly highlighted in the Customize Operator screen (e.g. visible attachment point is gray, and attachment point on opposite side of the rail is white); only happens when accessing the customization screen via Main Meu
- Ability to equip anything while on the ladder (players can draw their primary, secondary, and items like grenades)
- Toggling NVG on/off while prone may require multiple attempts
- [Spectator Mode] Headcam feed text will appear in other camera modes (fixed next update)
