Hi everyone! This week Patch 7 is bringing you the first iteration of our progression and commendation system, alongside a bunch of other crash fixes and functionality improvements. We’re very hard at work on Omaha Beach and our new Offensive gamemode that will accompany it. We deep dived into how our progression and commendation system works in detail [url=https://steamcommunity.com/gid/103582791463534405/announcements/detail/1593635108396633906]HERE[/url]. [h1][b]Patch Notes[/b][/h1] [h1]Features[/h1] The progression and commendation system has now been implemented into the game! This is an early iteration of this and we’re sure that we’ll need to balance this further according to community feedback. During the first few weeks of implementation we’ve restricted the total amount of customisations options available while we make sure the rate of progression is near where we want it. If we can quickly confirm that the rate of progression matches our testing, we’ll start introducing new customisation options for both career level unlocks and role unlocks. Ultimately, we’ll be continually introducing new customisation options in nearly every patch and update as we progress through Early Access. In addition to this, the customisation options you’ll initially have access to will be more on the vanilla side of things. We’ll be introducing historically accurate but much more visually appealing options for the higher levels as we go (this applies for all three categories of optimisation). Please note, if we introduce a new customisation option for a level you’ve already unlocked then it will be available to you immediately. [h1]To do[/h1] In the near future we will be implementing the Barracks customisation functionality in-game when you go to select your role. This will allow you to change your uniform, character and helmet in a map-appropriate setting. [b]We will also be introducing the ability to change your primary weapon loadout with this addition too.[/b] [h1]Functionality[/h1] [b]Fixed:[/b] [list] [*]Kickstarter/Pre-Order Helmets remain equipped in the Barracks/In-Game after a user disables the DLC. [*]Kickstarter helmet mouse over info now correctly shows that the Kickstarter helmet is for Captain tier or higher. [*]We now stop players being able to repeatedly switch teams before they spawn. This is to make “ghosting” much harder to achieve. [/list] [h1]VOIP[/h1] [b]Fixed:[/b] [list] [*]Players can still use leadership voice when not part of a Unit if they create and leave a Unit. [/list] [h1]Bug Fixes[/h1] [b]Fixed:[/b] [list] [*]Player retains the limited camera rotation from vaulting or climbing by having the map change via RCon or Map Vote whilst mid animation. [/list] [h1]UI/HUD[/h1] [b]Fixed:[/b] [list] [*]Front-end UI headings do not remain highlighted when they are currently selected. [*]Removed unnecessary kick con on a player’s own name. [*]Removed unnecessary scroll bar in the 'Common' section for the 'Keybindings' sub-menu. [*]Faction emblems appeared to be of a low resolution on the Victory screen. [*]On the scoreboard while in-game, 'next match in 0:00' appears instead of the time remaining in-game. [*]The Unit UI does not visually update correctly if a player that was kicked on the Deployment Screen joins or creates a Unit. [/list] [h1]RCON[/h1] [b]Fixed:[/b] [list] [*]Swapping a players team via 'Switch Teams Now' and 'Switch Teams On Death' on RCon does not update the players team for leadership VoIP. [*]Swapping a Commander using RCON "Switch Teams Now" or "Switch Teams On Death" automatically makes them a Commander on the team they were swapped to and causes multiple other major issues. [/list] [h1]Visual Improvements[/h1] [b]Fixed:[/b] [list] [*]Soldier customisation appear to not decrease in detail over distance once rendered in by being nearby. [*]Two US helmets had a noticeable LOD drop off at close range. [*]Added a tooltip to the score type icons in the tab scoreboard and after round scoreboard. [/list] [h1]Foy[/h1] [b]Fixed:[/b] [list] [*]On Foy, player is able to get stuck within a tree's collision box when approaching while in prone position. [/list] [h1]Utah Beach[/h1] [list] [*]The R667 bunker had incorrect bullet collision. [*]There is a scarecrow inside a house that had blood particle effects when shot. [/list] [h1]In Testing[/h1] [list] [*]Omaha Beach [*]Offensive Gamemode [*]Queuing for servers. [*]Making MG deployment more responsive, fluid and polished. [*]Total firearms sound overhaul. [*]Large scale skeletal mesh and vram optimisations. [/list] [h1]Currently working on (non-exhaustive list, we just want to give you some idea):[/h1] [list] [*]Continuing HUD and UI updates. [*]Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel. [*]Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. [*]This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience. [*]Continued optimisations. [*]Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently. [*]Bullet penetration. [*]Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience). [*]Wheeled vehicles. [*]Three new maps are currently at different stages of development. [*]Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds. [/list] If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam. See you on the frontline!