Attention Soldiers,
We updated the game on Steam, PlayStation, and Xbox.
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Base Contesting and Capturing Changes
Base capturing was previously set up for two factions, and it was necessary to rework it to provide better player feedback. A new state has been added: Contesting.
The core of capturing is still identical. Have more friendly characters in the capture zone than the opposing factions to start the process. The in-between state is what has changed.
If the defenders are outnumbered and no capture is occurring, the base will change to a "contested" state.
A capture can be prevented (and so contested will happen) due to
FIA (who is unable to capture entirely)
The factions fighting over the point being equal in number
Either of the major factions trying to capture without a radio connection
When a base is contested, defenders are unable to spawn on the base for as long as it remains contested. This is shown on the map with a soft red glow around the base.
Though this is a "nerf" to defenders for spawning, they now get more information to work with.
It should balance out for enemies being present in backline bases, as it shows you when bases are being messed with while still not allowing spawning on "hot" frontline bases.
1.7.0.49 Changelog
Assets
Changed: LAV-25 colliders (wavebreaker 5mm armor)
Tweaked: Item size limits increased for vehicles' internal storage
Tweaked: MGs and Sniper rifles were clipping through the shoulder while semi-lowered
Fixed: Blocked muzzle flash when using any weapon attachment
Fixed: Buildable FIA bunker with camo netting composition was inaccessible
Fixed: FIA sharpshooter had 2 types of binoculars
Fixed: FIA used a Soviet supply storage as a buildable composition
Fixed: Hazard, Brake, and Rear light of BRDM-2 were the wrong color
Fixed: Helicopter engine shutdown time was not reset when the pilot and copilot switched places
Fixed: LODs skinning fixed on UH-1H sights
Fixed: Players were unable to take the wrench from the gas station arsenal
Fixed: Soviet Special Forces Sharpshooter was spawned with two bayonets
Fixed: Wrong Safety Distance on Hydra rockets
Tweaked: Increase minimum speed for shifting gear direction (D R)
Tweaked: Wheel friction adjustments.
Tweaked: Slightly lower center of mass and suspension adjustments to BRDM-2, S105, and S1203 to prevent excessive rollover
Fixed: Wheels rotated in the forward direction when going backwards on non-owner proxies
Fixed: Prevent spawning of players inside geometry
Fixed: Animations influencing multiple model instances
Fixed: M998 front wheels animation
Fixed: It was impossible to dismantle a base radio relay if it was built right next to the radio-relay objective
Fixed: Players appearing as having no faction in the Active Player list in admin mode
Fixed: 3rd-person vehicle camera zoom improved
Fixed: Flying dragon tooth near the transformer station base
Fixed: Perceived faction would stop updating when all clothes were off
Added: Base capturing has a new "contested" state, serving as an in-between state. It occurs when the defenders are outnumbered, but a capture is not possible.
Added: Contested state prevents spawning on a contested base and appears on the map. Preventing players from spawning in active warzones, but also giving information in case of backline sabotage.
Added: Move closer popup added for an enemy capturing or contesting a base.
Changed: Players will be unable to drop supplies on the ground from containers controlled by the enemy faction. This does not apply to harbors and preplaced caches
Changed: Renegade faction forces solo groups on people turning renegade to avoid issues with nametags and group text communication.
Fixed: Arsenal item tooltip could show generic info and icon for rank requirement if the required rank was not configured for the player's faction
Fixed: Compositions wouldn't change faction when the base was captured
Fixed: Free for all factions hostile to themselves could still see their own faction's nametags
Fixed: Incorrect faction setup on renegade player prefab meant nametags would show after respawn
Fixed: Nametags wouldn't update when another player switched factions.
Fixed: Rank-locked arsenal items would use a generic icon if a specific rank was not configured for the player's faction
Fixed: Renegade faction friendlyness was not always replicated correctly
Added: Support for micro-freeze detection to -logStats
Changed: Do not create prefab data for sound components when the game is run without sounds (headless builds, -nosound)
Fixed: Crash when loading terrain, and some clutter material was missing
Fixed: Crash when using Binoculars on PS5 with 4K resolution
Fixed: Build mode could have become unavailable after player has reconnected to the server after a crash
Fixed: Crash when working with non-damage effects damage over time
Fixed: Possible crash when streaming a character with no active physics
Fixed: Make sure HitZone signal is always registered on weapons to avoid issues with signal registration from parallel simulation
Fixed: MP signal interpolation speed
Fixed: Now replicating the group ID and selected group ID being reset to the player
Fixed: Now the group IDs also get reset if the player switches faction without being in a group already
Fixed: Possible crash when MP signals were used
Fixed: Suicide in the dedicated server plugin triggered a VME
Fixed: VME when spawning as civ faction in HQC conflict
Changed: Added a Hierarchy component to the Sign_SupplyStorage_Base.et and removed all instances of hierarchy components being added to it by the composition that uses it
Changed: Base capture query got changed to use the tag system rather than the query system for performance reasons, resulting in the loss of a method.
Tweaked: Script Syntax Tree: Memory leak for attributes nodes
Fixed: World editor - WB_AfterWorldUpdate callback not being called to entities and components
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