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]