Patch V1034.2 now available

GROUND BRANCH

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.

Hey, everyone! [b]Patch V1034.2[/b] is now available. Though we have not yet been able to work out the online rubber-banding issue, we had a lot of changes and fixes that were not worth holding back any longer. Thanks for your patience and reports so far! We hope to have a fix for the rubber-banding soon, along with the official modding implementation. [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.[/b] [/quote][quote][h3]❗ KNOWN ISSUE: Ready Room [b]aiming bug[/b][/h3] Due to complex fixes to weapon zeros, aiming down sights may cause the camera to align with the top rail rather than the sight. This is limited to the Ready Room only. 👉 [b]To fix it, simply re-equip your kit (via locker or workbench) or deploy to the play area.[/b] [/quote] [h1]Patch notes[/h1] [h2]AI[/h2] [list] [*] Made suppressed weapons less audible for AI (range reduction by 40% — WIP, testing things out) [*] Increased influence of light scale to the overall character visibility: AI should no longer easily spot players in the dark [*] Big AI update: [list] [*] Added AI coordinator system — the basis for exchange of information between AI bots [*] Added target handling to [i]GBKytController[/i] to register with the [i]AICoordinator[/i] [*] Enabled new hearing system for gunshots (now uses same system as footsteps) [*] Gunshot range is treated differently for suppressed and unsuppressed weapons [*] Fixed AI going prone when close to enemy, now require distance > 40 m [*] Fixed a bug where AI wouldn't shoot when advancing towards the target [*] Added new separation between cover behaviors for crouching and when leaning out of cover [*] Reworked engagement rules for AI taking into account the current enemies that are engaging the player through the AI coordinator system [*] Fixed an issue where Guard AI would follow noise but Patrol AI would not (reversed) [*] Adding new behavior sub-trees for firing from cover [*] Updated spatial queries for cover generation [*] Slightly increased hearing distance for AI on 747, Compound and Depot [/list] [/list] [h2]Audio[/h2] [list] [*] Major audio overhaul to improve and fix ambient sounds: [list] [*] Improved audio quality conversion — more details in the soundscape should now be hearable, and levels should now generally sound better and more "alive" [*] Ensured ambient sounds update correctly when time of day (TOD) is changed [/list] [*] Fixed audio-related crash [*] Updated attenuation for third-person footsteps (should no longer be loud and just cut off) [*] Fixed third-person prone movement sounds [*] Added further logic to prevent Ready Room sounds being hearable from play area (and vice versa) [*] Fixed power boxes not emitting the electric buzz on first play [/list] [h2]Animation[/h2] [list] [*] Ongoing rework to improve/fix animation for NVG being lowered/raised in different stances and with different items being equipped [*] Fixed animations to follow the new finger outside of trigger guard [*] Fixed Specter DR 1x/4x lever animation being offset [/list] [h2]UI[/h2] [list] [*] Updated keybinds list in Settings > Controls to improve the names of a few actions and to ensure consistency between Keyboard/Mouse and Controller keybinds [*] Added tooltip hint to "Night Vision Goggles" keybind to reinforce that goggles must be equipped on the character for the bind to be functional [*] Hopefully fixed wibbly-wobbly VOIP indicator issue [*] Attempted fix for reticles not keeping their color and different laser dot effects occurring when using colorblind filters [*] Changed colorblind filter notice text at top-right to be smaller and less obtrusive [*] Made Headcam the default spectator camera, by popular request [*] Returning to Settings menu (from play area) no longer re-selects the Controls screen (now leaves it on whichever settings screen was open previously) [*] Hiding the HUD in Headcam spectator view (default H) now hides the minimap and displays basic player info [*] Tablet now shows player names for everyone, if in Training mode [*] Updated City minimap so as to encompass the bank vault area [*] Fixed bug where clearing an inventory item in character editor did not clear the [CUSTOM] tag and color scheme [*] Cleaned up radial menus: [list] [*] Style consistency pass (background, hover, font, formatting etc.) [*] Renamed attachment functions for better clarity [/list] [*] Minor art/style pass on Rangefinder overlay to be closer to reference (increased text size and made it all-caps, tweaked HUD color and position) [*] Updated Patches menu/dialog (Customize Operator screen) to allow hitting Esc to close it [/list] [h2]Gameplay[/h2] [list] [*] Prone is no longer affected by stamina and arm strength (WIP, temporary) [*] Removed ability to re-pin grenades [*] Water: fixed bodies of water blocking projectiles, grenades colliding with water surfaces, and clean water blocking lasers (should still block if dirty water) [*] Dying underwater and/or resurfacing should also correctly clear the underwater effect [*] Fixed retention reloads dropping the first magazine with certain weapons (e.g. M110, MK46) [*] [i]Big[/i] cleanup of iron sights and optics zeros — let us know if you catch any bad ones still! [*] Fixed some scopes seeing through walls (may require new weapon builds to be created) [/list] [h2]Art and customization[/h2] [list] [*] Art pass on Roster whiteboard (Ready Room): [list] [*] Replaced font with more readable alternative [*] Replaced status icons with text (OK = alive, KIA = dead, Prep = in Ready Room, Spec = in Spectator Mode) [*] Minor alignment and formatting changes [*] Updated text for Team Element selection instructions [/list] [*] Changed font for Ready Room locker name plates [*] Fixed Male 04's Short Beard using the wrong mesh (model geometry) [*] Moved FAL rear sight mesh back to 200 m setting (issues with gun zeroing to 600 m) [*] Updated various iron sight meshes to fix zeroing issues [*] Removed suppressor socket from Wz88 as it should not accept one [*] Changed SA58 OSW's suppressor (now uses SureFire FA762K, same as the MK14 EBR's) [*] Created Black skin for the SureFire FA762K (available as an alternate skin for the MK14 EBR and SA58 OSW) [*] Removed socket from AccuPower 1–8x that allowed RMR (Flat Mount) to be attached [/list] [h2]Maps and missions[/h2] [list] [*] Miscellaneous mission fixes: [list] [*] Fixed random barrels in deck in Rig (Defuse) [*] Fixed up some floating laptops in Small Town (Intel Retrieval) [*] Tweaked laptop position in building D basement in Small Town Uplink [*] Minor cleanup on 747 intel retrieval mission (moved laptop off Cessna struct even though placement was FINE really) [*] Tweaked 747 PVE missions to remove AI from the avionics room (collision, clipping into ceiling and pathing seemed a bit tricksy overall) [*] Adjusted [i]OnHit[/i] logic in Defuse mission object so as to only run on server and ignore any hits except from bullets (so players can jump on bombs without consequences) [/list] [*] Fixed a few light portal bugs in City [*] Turned a few lights on in the City bank for all times of day [*] Fixed a few LOD/mesh culling issues in City and Run Down [*] Fixed a few mesh-culling issues in Rig [*] Overhaul of Mission Editor and mission structure to add version control and fallback AI loadouts: [list] [*] Missions with out of date version number won’t show in mission selection screens [*] Old missions (V1033, V1034.0, V1034.1) need to be loaded and resaved in editor [*] If saved AI kits don’t load, mission loadouts will be used. If they don’t load, AI won’t spawn [*] All standard missions updated via script [*] Lots more changed under the hood, including in kit validation systems [*] Ran script to remove AI spawn points from Deathmatch missions [*] Ran script to convert Deathmatch missions to Last Man Standing versions [/list] [*] Optimized and cleaned up collision on some Rig and Docks assets [*] Small tweak to ladders on Small Town to make it less likely that AI gets stuck here [*] Fixed LOD and culling issues on City and Power Station [*] Fixed nasty LOD on building in Compound [*] Added UV offset to conifer LOD materials to fix a strip of ground that would appear on the tree when playing on lower graphical settings [/list] [h2]Miscellaneous[/h2] [list] [*] Fixed problems with [i]ResAtMe[/i] and [i]ResNear[/i] commands [*] Fixed up player names not appearing on Tablet: slightly changed behavior so names appear whether in play or in Ready Room, but not if not assigned to a team (e.g. when in a free-for-all mode, or in Ready Room reception lobby) [*] Fixed spectator-only players getting stuck at loading screen, not seeing the correct sky, and being shown respawn option [*] Many, [i]many[/i] under-the-hood changes and fixes [/list]