Patch 21357

TO4: Tactical Operations

Tactical Operations is a round based fast-action first-person shooter with classic controls. Built using the Unreal Engine 4 – Welcome to TO4!

Today we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content. The team wishes you happy holidays and a smooth start into 2022. [h2]New Maps[/h2] [list] [*] MAP-Arena-Pool [*] MAP-BattleRoyale [*] MAP-Bunker [*] MAP-Deflect [*] MAP-Faiyum [*] MAP-TrainstationII [/list] [h2]Player movement[/h2] [list] [*] Higher speed threshold for falling damage: 1725 -> 1677 [*] Lower falling damage multiplier: 0,109 -> 0,102 [*] Sneak Speed: 260 -> 250 [*] Max. speed crouched: 242 -> 220 [*] Weapon drop toss speed: 350 -> 400 [*] Tweaked direction change feeling [*] Reduce the average movement speed gap between knife and weapons from 7% to 6% [*] Fix crouch speed overridden when sneaking while crouching [/list] [h2]Weapons[/h2] [list] [*] General weapon balancing (we kinda lost track of the changelog, no major changes tho, mostly minor tweaking) [*] Fixed auto recoil recovery odd behavior in semi auto mode [*] Changed parameter set of the physics settings of nades to get a more reliable bounce [*] HE-Nade: Full damage radius 220 -> 210, Radius 920 -> 870 [/list] [h2]Animations[/h2] [list] [*] Reworked animation blueprints (third person & first person) for better performance (multithreaded animations & fast path optimisations) [*] Fixed wrong animation played for only a few frames on weapon draw [*] Added a blend time/transition for the weapon switch from one handed/two handed to two handed/one handed to third person animations [/list] [h2]Programming[/h2] [list] [*] Core game code refactoring [*] Blueprint nativization for a few blueprints with hot blueprint code and porting some bp code to C++ (most of TO4's code is already C++) [*] Fixed blood not attached to moving actors [*] Improved balancing workflow of development build (dynamically loading datatables from filesystem without rebuilding the game) [/list] [h2]UI[/h2] [list] [*] Exchange main font [*] New weapon images in HUD and buy menu [*] Serverlist: Fixed sort by players function [*] Serverlist: Fixed password handling (fixed game freeze after wrong password, added apply with enter key) [*] Added ingame menu clan tag switch [*] Rework key mapping, new functions: overwrite, clear, swap [/list] [h2]Sounds[/h2] [h3]Deagle[/h3] [list] [*] New shoot sound [*] New draw sound [*] Reworked reload sound [/list] [h3]M9[/h3] [list] [*] New draw sound [/list] [h3]Glock[/h3] [list] [*] New draw sound [/list] [h2]Hostage[/h2] [list] [*] New AI-Controller for better movement [*] Adjust swimming parameters [/list] [h2]Gameservers[/h2] [list] [*] [url=https://github.com/Th120/TO4ST-core]TO4ST-core[/url] officially supports assigning configurations to gameservers (game settings like map duration, round length, password, reserved slots etc) [*] Auto login to TO4ST-core via steam browser by clicking a button in the admintab [*] [url=https://to4st-master.to4.co/player-statistics]Masterserver with global player stats list[/url] (for now very simple). The website uses the player statistics of the TacByte servers. However, we can add more TO4ST-core instances. If you run servers and want your statistics to be included in our official player statistics list write a message in our #gameserver_hosting [url=https://discord.gg/TO4]discord channel[/url] and you’ll receive a key you have to add to your TO4ST-core settings in order to be included. [/list] [h2]Map Changes[/h2] [h3]MAP-RapidWaters[/h3] [list] [*] Reconstruction of the T-Start base-layout; lower water, water-hole, basement, upper and lower bridge [*] Changed sunlight angle [*] More lights on terror side [*] Wider entry into basement [*] Increased the force of the water-fall [*] Give hostage more teleport possibilities for better following [*] Fixed blocking collision on waterfall wall and truck [*] Added some dust decals to basement ground [*] Increased the fog panorama [*] Added sounds to movable doors [*] Higher basement floor on stair entry [*] Slight decrease of leaf movement [*] Better light at the spot near the truck on sf side [*] Some new/more design elements [/list] [h3]MAP-Blister[/h3] [list] [*] Reconstruction A-Spot and A-Long [*] New sniper bunkers (also on lower and market) [*] Added rune on terror sniper spot [/list] [h3]MAP-Escape[/h3] [list] [*] Increased the lighting on lower mid house and underground [*] Reduced the width of mid-way slightly [*] Removed blue container from landscape [*] Changed lower mid construction [*] Changed lighting and some materials [*] General visual polishing [/list] [h3]MAP-Trainyard[/h3] [list] [*] Reworked bomb spots design [*] Wall painting polish [*] Access to roof in front of b-gate [/list] [h3]MAP-2on2-Lock[/h3] [list] [*] Fixed nade collision on the big tree [*] Foliage polish for better view [*] Some performance improvements [/list] [h3]MAP-FollowTheMoney[/h3] [list] [*] Collision polishing [*] Removed some overloaded objects for better movement and enemy spotting [*] Removed a useless little room on upper stairs area [/list] [h3]MAP-RGB[/h3] [list] [*] Removed OP shadow [*] Nerfed skynades by adding higher buildings [*] Blocked one middle gap for terror snipers, so SF are in less disadvantage [/list] [h3]MAP-Thunderball[/h3] [list] [*] General bug fixes & polishing [/list]