Virtual Battlegrounds Patch 0.6.9.5 Mantis

Virtual Battlegrounds

Virtual Battlegrounds is a VR Battle Royale built from the ground up for virtual reality. Battle to become the last warrior standing on this dystopian war-crazed island with tactical gun-play, an epic map, and physically controlled locomotion.

[img]{STEAM_CLAN_IMAGE}/32477840/e2dc849a8821198233a4c3401f329c3387e27017.png[/img] Hello warriors! [b]This post.[/b] We want to go over two things with you today #1 our plans for EA, seasons, vehicles, more guns, more map locations, tournaments etc! And #2 talk about our patch today and review launch week. [b]To the people that had bugs/fps issues on launch week.[/b] To be frank, we dropped with a lot more new and unexpected issues. We want to sincerely apologize to anyone that experienced any major bugs or performance issues during launch week. But there's good news! We've DEMOLISHED a ton of the bugs and performance issues people have been reporting and we also fixed a bunch of player exploits like levitating and wall clipping. Honestly without the support from everyone during EA though critical and positive it would have been so much harder for us to make the huge strides we did this week. It's obvious people love the core of our game. We only expect to go up from here. Here's a full list of performance fixes, bug fixes, and new features we've added since last weds. [b]==Performance Fixes==[/b] [list] [*]Substantially decreased net lag [*]Significantly Increased performance for all steamVR users [*]Performance improvements in matches with a high number of players [*]GC Allocation improvements to reduce memory usage over time [*]Better Error handling and logging in key places [*]Spent magazines are now being properly destroyed to reduce resource usage [*]Performance fixes related to certain objects not setting properly on game start resulting in issues with main game play loop [*]There's still a remaining "stuttering" issue we've noticed affects something like 1/20 players. We plan on having this resolved ASAP. [/list] [b]==General Fixes==[/b] [list] [*]Players are less likely to spawn outside of the helicopter [*]Fixed black screen load bug when spawning in the helicopter [*]Fixed exploit where players could bring weapons into the helicopter from killroom [*]Weapons are more likely to spawn [*]Fixed an exploit for becoming a spectator before the game started [*]Fixed an exploit for artificially increasing your height making you levitate [*]Fixed 4 digit leader board numbers not displaying properly [*]Fixed an exploit where users could artificially increase there rank [*]Fixed a bug where players would start the game in a swimming state [*]Fixed a bug where the game would not start and a lobby would break [*]Fixed a bug where head IK's were looking down [*]Fixed a bug where mag / pistols get moved when adjusting height [*]Fixed jukebox in pre-match lobby [*]Fixed VFX lagging behind guns [*]Fixed LIV not working for some players [*]Fixed voting board not visually updating properly [*]Fixed a bug where voting board would say squads mode when it was actually in solos mode [*]Fixed a bug where players could become invincible at the end of a match [*]Fixed bug where rank would be off by one [*]Fixed exploit where users get multiple victories in one victory giving them outrageous scores [*]Fix body moving exploit from climbing to not climbing to prevent people leaving helicopter early [*]Fix displaying wrong rank [*]Added golden skin [*]Fixed swimming not working properly [*]Apples now get fully eaten when you bite them [*]Fixed icons above everyone heads when pre-joining [*]Fixed a bug where people were looking at you while there IK's animated looking the other way [*]Fixed an issue that was causing people's pelvis to feel off center. [*]Fixed Throwing Knives, now deal damage [*]Fixed being able to accidentally stab yourself with a knife [*]Fixed Knife not being able to damage bots and target dummies [/list] [b]==Design Changes==[/b] [list] [*]Reduced the distance that ziplines can be heard from (200m -> 100m) [*]Reduced the distance that breakable glass can be heard from (150m -> 75m) [*]Seated mode movement repositioning now lerps (This also fixes some clipping exploits) [*]Made it easier to grab your backpack and holster items especially when crouching [*]Increased knife damage from RANGE (25-100) to -> (35-100). It deals more damage based on how fast you swing. [*]Increased Knife minimum damage from (25-100) to (35-100). [*]Knife deals damage based on how fast the player swings [*]Updated the visuals of the zone. [*]Made it easier to grab items off your body [/list] Additionally we wanted to share with you the core weapon stats and player stats so that you guys have a point of reference going forward. NOTE we will be balancing all of these in the future. [b]==Wiki Notes==[/b] Player Health 150HP Headshots deal 3X damage. Body shots deal 1X damage. Limbs shots deal 50% damage. All weapons have a minimum amount of damage they deal and then they begin to lose damage as the projectiles closes in on its effective range up to a minimum amount. This distance is varied a lot from gun to gun. [b]MKR[/b] Max Damage 52 Min Damage 35 Automatic RPM 600 Bullet Velocity 710MPS Effective Range 500Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]AMRa1 .50 BMG[/b] Max Damage 180 Min Damage 130 Bullet Velocity 1219MPS Effective Range 1200Meters Firing Modes: Semi-Automatic [b]Samuel 1191[/b] Max Damage 39 Min Damage 30 Bullet Velocity 274MPS Effective Range 200Meters Firing Modes: Semi-Automatic [b]SAP22[/b] Max Damage 25 Min Dmage 20 Full Automatic RPM 1000 Bullet Velocity 260MPS Effective Range 200Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]SI-16[/b] Max Damage 42 Min Dmage 30 Full Automatic RPM 937 Bullet Velocity 900 Meters Per Second Effective Range 800 Meters Firing Modes: Semi-Automatic / Burst-Fire [b]TRS-18[/b] Max Damage 42 Min Dmage 30 Full Automatic RPM 900 Bullet Velocity 900 Meters Per Second Effective Range 800 Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]AP5a2[/b] Max Damage 32 Min Dmage 20 Full Automatic RPM 800 Bullet Velocity 375 Meters Per Second Effective Range 300 Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]SUSR-63[/b] Max Damage 130 Min Dmage 80 Bullet Velocity 950 Meters Per Second Effective Range 900 Meters Firing Modes: Semi-Automatic [b]UAP9[/b] Max Damage 34 Min Dmage 22 Full Automatic RPM 650 Bullet Velocity 400 Meters Per Second Effective Range 320 Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]SIP9[/b] Max Damage 27 Min Dmage 20 Full Automatic RPM 650 Bullet Velocity 275 Meters Per Second Effective Range 200 Meters Firing Modes: Semi-Automatic [b]RDI[/b] Max Damage 32 Min Dmage 20 Full Automatic RPM 1200 Bullet Velocity 370 Meters Per Second Effective Range 300 Meters Firing Modes: Semi-Automatic / Fully-Automatic [b]==Minor Features==[/b] [list] [*]Added Version mismatch check. Players on different versions can no longer join each other [*]Added a "Dev Notes" window inside elevator to address main concerns brought up by the community [*]Added smooth lerping to seated mode [/list] [h1]Road Map[/h1] Now for the fun part! We have a ton of stuff planned guys. Please view our FULL roadmap online here. https://trello.com/b/kvO0EmYl/virtual-battlegrounds-roadmap [olist] The immediate stuff [*][b]Performance[/b] While we feel confident that we have improved performance across the board since launch. Our primary concern is making sure that a majority if not all performance issues are addressed before we begin work on adding new content. We want to make sure that all players are able to enjoy the game and bring them along so they don't miss the launch of major updates due to performance issues. [*][b]Load Times[/b] Following performance fixes, we will follow that up with streamlining the game to improve load times. We have an idea that should virtually reduce all load times down to a couple of seconds after the first load into the "Robot Lobby" Creating a seamless experience making it really easy to replay games quickly and easily regardless if you're on an HDD or SSD. [*][b]Grenades and more weapons[/b] Our first new weapon to be added to the game will take the form of grenades. This will make for more indirect ways for taking out players that are using cover or in hard to approach areas. [*][b]More Weapons[/b] Details to be announced soon. We don't wait to spoil it until you guys see it. [*][b]Season One[/b] Here's the really BIG thing we'll be doing. And we'll be doing seasonal updates regularly as the game progresses toward exiting EA. With Season One we'll be resetting the leaderboard and pushing for a competitive season. [/olist] The votes are in! And here is our current roadmap. [h2]Season One Features[/h2] [*]More Weapons [*]Air Drops [*]Unlock-able Skins based on level. [*]New revised map locations [*]Physics based climb jumping [*]More realistic bots [*]Down State for squadmates [*]More finger gestures [*]Top 10 players in solos and squads will each receive a special "Top Ranking skin" for there respective division at the end of the season. [*]Top 20% of players will receive a special "high achiever skin" at the end of the season. [h2]Guaranteed Features[/h2] [*]Vehicles [*]More guns [*]Improved VRIK [*]Ragdolls [*]Game Modes [*]Better Achievements [*]Enhanced Map [*]More seasons [h2]Stuff we might add[/h2] [*]More Drones [*]Armor [*]Modding Support [*]New Maps [*]Nighttime mode [*]Tournaments / Events [*]Quest Support [*]Your ideas! Join our Discord and tell them them to us. [/list] Just to give you guys an idea of how serious we are take a look at this. Here's our map as it is today. [img]{STEAM_CLAN_IMAGE}/32477840/6efb5e636810f86fee567c62fcba8d7bbb992ad1.png[/img] And here's the map we had planned to use for VBG. It's several times larger. [img]{STEAM_CLAN_IMAGE}/32477840/83acff67976c23835d030800fd7bb35008dd912c.png[/img] We chose to go with the first map not because we wanted to go small persay but because the larger map wasn't as "fun" with 20~ players. People spent most of there time searching for other people instead of battling, it created a pretty dull experience that involved a lot of wait time. But damn was it cool to look around and see that giant world. We're not promising this BUT we do want to go bigger, and really the only way to go bigger is to get more players and improve the games core. We know our game is early right now, we know it needs a lot of work but the foundation is there and it's fun as is. There isn't a better way for us to make this a 100 person VR battle royale game one day then to work with our community in EA in our opinion. That's what we're doing now. Like I said we can't promise that it really depends on how the future goes but I promise we'll try our best to make that a reality. [h3]We're going over roadmap on Twitch now! Ask us anything![/h3] [url=https://www.twitch.tv/seanybaby2][h2] Seanybaby2 Twitch Stream[/h2][/url] [b]See you on the battlefield soon warriors![/b]