From one of the developers behind the original Rainbow Six® and Ghost Recon® games, comes a thinking-man's first-person shooter featuring in-depth character and weapon customization. Take your time. Think ahead. Get the job done.
Happy Friday, folks!
Patch [b]V1034.4[/b] is now available. As we get modding ready, more fixes and improvements piled up which make no sense holding back — so we're getting them out there. Also we can't stand receiving bug reports for the rotated MK46 suppressor anymore (that may or may not be the real reason).
While it downloads and installs, please take a moment to read the patch notes below — that should help you figure out what changed, what to be on the lookout for and what to report.
[quote][h3]📢 IMPORTANT NOTICE to server owners re: [b]rubber-banding[/b][/h3]
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. The default timer has been changed to 3 hours.[/b]
[/quote]
[h1]Patch notes[/h1]
[h2]Known issues[/h2]
[list]
[*] We are aware of an issue where hiding your HUD while spectating will stay on-screen when you return to the game when resurrecting or returning to the [b]Ready Room[/b] (RR); to work around this issue, go to Spectator Mode (F6) and toggle the HUD on again (default H)
[*] Another issue happens after you dive (sprint and then go prone); upon standing back up and starting to move, your character will automatically sprint
[/list]
[h2]Servers[/h2]
[list]
[*] Changed minimum number of hours for scheduled server restart to 3 (given rubber-banding issues, we recommend a low value), and values lower than this now default to 3 rather than 24
[/list]
[h2]AI[/h2]
[list]
[*] Increased difficulty for [b]Veteran[/b] AI: generally raised detection scale (sight and hearing), reaction speed and aiming
[*] Fixed AI being unable to reload the [b]M24[/b] rifle
[/list]
[h2]Audio[/h2]
[list]
[*] Fixed missing [b]M24[/b] suppressed sound
[*] Fixed missing sound for [b]MK14 EBR[/b] reload
[*] Fixed call-to-prayer (Compound) not ending after leaving map
[*] Fixed various instances of bad acoustic portals in all maps
[/list]
[h2]Inventory and general assets[/h2]
[list]
[*] Fixed rotated suppressor on [b]MK46[/b] ⭐
[*] Added non-standard reticle color feature to allow [b]PSO-1M2[/b] scope to use previous yellow/orange color
[*] Fixed [b]AK-105[/b] and [b]AK-74M[/b] not being able to take a suppressor
[*] Fixed missing suppressor for [b]M110K1[/b]
[*] Fixed [b]Galil ARM[/b] not ejecting shells
[*] Tweaked old corrugated metal sheet model to look a bit less dark
[/list]
[h2]Maps and missions[/h2]
[list]
[*] Slightly reduced bloom (WIP)
[*] Considerable update to Compound to improve AI navigation:
[list]
[*] Adjustments to main house interior
[*] Increased overall size of stairwell
[*] Removed a few small rooms that didn't contribute to gameplay much
[*] Reduced size of bathrooms
[*] Adjustments to size of most rooms to accommodate larger stairwell
[*] Collision updates
[*] Tidied up placement of small props to improve navigation
[*] Fixed up audio volumes
[*] Increased max yaw of most doors
[/list]
[*] Collision and miscellaneous pass on [b]747[/b] and Compound missions (after Compound main building remodelled by Will)
[*] More navmesh cleanup in [b]Power Station[/b], [b]Run Down[/b] and [b]Storage Facility[/b]
[*] Fixed player collision issue on [b]Depot[/b] rocks near helipad area
[*] Fixed some mesh culling on Depot
[*] Removed debug AI movement test actor from Storage Facility (red sphere)
[*] Changed default climate to use default weather (and not fully clear/cloudless weather)
[*] Fixed some bugs with the mission tag validator
[*] Updated Ready Room (RR) signage: font, text size, padding and copy
[*] Fixed one of the name plates going missing from one of the RR lockers
[/list]
[h2]Game modes[/h2]
[list]
[*] Fixed hostage bag not being removed when the hostage is released in [b]Hostage Rescue[/b] (HR)
[*] Tentative fix for tap-leading causing hostage to keep being led in HR
[/list]
[h2]Modding[/h2]
[list]
[*] Fixed mods (especially [b]Quick Create[/b] mods) being given wrong file size
[*] Updated Quick Create mod menu to offer to convert missions
[*] Fixed up Quick Create mod menu a bit: changing staged mod now updates mod contents section, and [i]GetModPath[/i] now uses current settings rather than defaults
[*] A lot of under-the-hood work to support modding officially (soon!)
[*] Fixed mod-based game mode validators not running
[/list]
[h2]Mission Editor[/h2]
[list]
[*] Fixed up validation widget to work with modded game modes and validators
[*] Mission editor script picker causes script name in editor to update when changed
[*] Changed behavior of [i]Save[/i] and [i]Save As…[/i] to no longer save to game directory — no build will overwrite modded missions; users are now prompted to use [i]Save As…[/i], which now saves to [b]StagedMod[/b] folder by default
[/list]
[h2]Gameplay and settings[/h2]
[list]
[*] Fixed bad camera mode in [b]Spectator Mode[/b]
[*] Changed default [b]Lean Roll[/b] setting to 5 (from 0)
[*] Re-enabled [b]NVG Overlay Scale[/b] option (Settings › Video)
[*] Possible fix for the ol' shaky weapon bug
[*] Reduced impact of leaning on stamina and arm strength (should allow leaning for 2–3 minutes before depleting either)
[*] Changed lean, run and sprint spam thresholds (now harder to spam)
[*] Various changes to ensure that stamina and weapon sway values are correctly applied and reset under various circumstances
[*] [b]Breaching Charge[/b] updated to more reliably cause injury to AI and players behind the door when breached
[*] Rebalanced autoexposure for NVG and naked eye (will make things look darker at night and will make moon phase and appearance more definitive for illumination levels for NVG and naked eye at night)
[*] Spectator camera now remembers the last camera style, so it won't keep resetting to headcam when switching through players and starting/stopping spectator mode
[*] Raised texture size on scope render target to slightly mitigate blocky sights
[/list]
[h2]General UI[/h2]
[list]
[*] Updated rail slots to fix issues where dots that are further away appear over the top of dots that are closer
[*] Added [b]Censored Patch[/b] feature: individual mod patches can now be hidden entirely from your game by clicking the 🚫 icon in the top-right of an entry
[*] Fixed [b]Randomize Objectives[/b] button not being selectable
[*] Updated HUD widget to ensure player names do not linger when leaving/entering Ready Room
[*] Improved [b]Ops Board[/b]'s insertion points to be more responsive to clicks and more accurately play animations, as well as prevent sound effect spam when hovering
[*] Updated insertion point widget nodes to give some of its visuals back (much softer shadow)
[*] Updated appearance and copy of pop-up hints, and cleaned up the slide-/fade-out animation
[*] Reduce pop-up hint on-screen duration from 20 to 10 seconds
[*] Added key shortcut icons to dialog buttons (Enter = OK/Yes; Esc = Cancel/No) — the shortcuts themselves already worked before, so this is only a visual indication!
[*] Fixed first person camera not being available in Spectator Mode
[*] It should now also be possible to toggle between headcam and regular first person camera using C key when fixed to first person
[*] Changed UK spelling in [b]Color Blindness[/b] setting labels (Settings › Video) to US spelling
[*] Updated text in various tooltips for consistency, spelling and clarity
[*] Updated various [b]Modding[/b] and [b]Admin Panel[/b] menus to use consistent button and scrollbar visuals
[*] Made patch detail/button gray out if patch visibility setting prevents modded patch being viewed
[*] Added "?" icon for the case where a patch is set but doesn't load (so it doesn't look like an unset patch)
[*] Updated [b]DLSS 3 (Frame Generation)[/b] tooltip to include notice about FPS counters not reporting the "correct" framerate (NVIDIA Overlay [i]will[/i] report the final framerate)
[*] Other general cleanup
[/list]
[h2]Miscellaneous[/h2]
[list]
[*] Fixed crash related to [i]ToggleDebugCamera[/i] command
[*] The usual massive amount of under-the-hood changes and fixes
[/list]