Zero Caliber - Preliminary patch notes of the next update

Zero Caliber VR

Zero Caliber is the ultimate VR FPS: single player/Co-op campaign, PvP and mod support with 40+ realistic firearms & melee weapons, 100+ unlockable skins, 50+ attachments, realistic physics, progression & more! Immerse yourself in the action, customize your gear and unleash your inner hero!

How's it going y'all? In our latest "State of Dev", I've more or less layed down the basics of what you can expect from us in the coming weeks. Just to recap: [olist] [*] [b]Code- and feature merge[/b], bringing all the new fancy features and optimization of the standalone version back to PC without sacrificing graphics [*] [b]PvP[/b] [i](with cross-play if everything goes as planned)[/i] [*] [b]UGC/Mod support[/b] [i](for PvP maps at first, and potentially single player/co-op missions later)[/i] [*] [b]Graphical- and gameplay enhancements[/b] on a good chunk of the existing maps [/olist] The 1st part of this huge update pack will contain 1) and 4), and it's still scheduled for November (so it's coming within weeks, whoopwhoop)! While testing the RC build, 2 blocking issues popped up out of the blue: one of the overhauled maps started to crash 2/5 times in Co-op, and there's something fishy with the save files. These are the only major things that we have to fix, but since we've changed so much stuff under the hood, debugging them takes a bit more time than usual - we have a few leads though, so no worries! Once the update is out and you start to get used to the improved mechanics and new weapons and their rebalance, we'll jump right into testing the PvP- and mod support builds. Speaking of mods: [b]WE NEED MODDERS![/b] If you, or someone you know would like to experiment with [b]PvP[/b]- and/or [b]Single/Co-op missions[/b] for Zero Cal, shoot me (Dan.) a DM on [url=discord.gg/xrealgames]Discord[/url], or leave a comment in this topic: https://steamcommunity.com/app/877200/discussions/0/3495383439599909937/ so we can get back to you once the time comes! You might be able to get your hands on the mod support build early on so you can start realizing your wildest Zero Cal dreams before the update drops. ;) Now, I compiled a far-from-complete, PRELIMINARY patch notes so you can feast your eyes upon what's coming! [h2]PRELIMINARY PATCH NOTES[/h2] [h3]MULTIPLAYER[/h3] [list] [*] Switched from P2P connections to dedicated servers for Co-op (better sync and perf) [*] Added native voice chat with a muting option [*] Fixed countless connection issues [*] Vastly improved netcode [/list] [h3]WEAPONS | ATTACHMENTS[/h3] [list] [*] Added 11 new weapons [i](Sig SG552, Beretta CX4 Storm, Famas, M249 (LMG), Barrett M82A1, M590 Shockwave, Thompson submachine gun, M1 Garand, Luger, Mp40, Ppsh-41)[/i] [*] Added 7 new melee weapons [i](Tactical knife, Bayonet as an attachment, Machete, Small axe, Crowbar, Baseball bat & Baton)[/i] [*] Added a new melee holster where your tactical knife will hang out at all times [/list] [h3]GAMEPLAY | CONTROLS[/h3] [list] [*] Added a melee feature (including throwing, stabbing & cutting) [*] Vastly improved weapon handling [*] Polished body IK that can now be turned off optionally (leaving you with hands only) [*] Improved climbing mechanics (it's much more polished now) [*] Improved 'step up' to the top of climbable objects [*] Added single handed “akimbo” reload for pistols [*] Vastly improved magazine grabbing [*] Added a much more intuitive weapon-, item- and interactables highlight system [*] Added a height measurement system (auto calibration & sitting mode) [*] Added holster position calibration [*] Added controller offset calibration [*] Improved weapon balance [*] Improved left hand mode [*] Locomotion side selection added to settings menu [/list] [h3]AI[/h3] [list] [*] Improved enemy behaviour: they're more sharp and they react/switch targets much faster [*] Improved cover usage: enemies can now shoot from different sides and angles when behind a cover [*] More realistic head movement: enemies now look at their target [*] Improved existing- and added new NPC animations [*] Enemies now get to cover much faster by sprinting [*] Enemies are actively looking for targets, they patrol and move tactical in combat [*] Enemies now have a melee ability (kicking and smashing), if you get too close to them [*] Improved aiming (more accurate and quicker) [*] Enhanced decision making [*] Added range dependent attack modes [/list] [h3]CAMPAIGN MISSIONS[/h3] [list] [*] Reworked and improved combat on all missions, by a lot [*] Overhauled gameplay all around [*] New objectives on several missions [*] Rebalanced difficulties [*] Added more VR interactions [/list] [h3]GRAPHICS | UI[/h3] [list] [*] Reworked and greatly improved environment on several maps [*] Improved VFX effects [*] Added a better, more precise self-hit indicator system [*] Added a region selector popup window to make selecting the appropriate server region easier [*] Replaced the world map with a new mission selector in the lobby [/list] [h3]SOUND[/h3] [list] [*] Improved bullet flyby sounds [*] Improved bullet impact sounds [*] Added more ambient sounds on open maps [*] Improved headshot audio feedback [*] Added different, satisfying sound effects for headshot hits and kills [/list] [h3]MISC[/h3] [list] [*] Fixed and improved so many things we've honestly lost count [*] Vastly improved performance all around [/list] [i](I'll update this list and spice things up with pics and gifs once the update goes live.)[/i] --- It's happening boys! Thank you all for bearing with us, we appreciate all your support and patience! <3 Cheers, [i]-Dan & the XREAL Games Team-[/i]