January Content Update
Author: Gallant,
published 2 years ago,
[u][b]General[/b][/u]
New
[list]
[*] Added 3 Test Maps: Valley, Fast Food and Penthouse (Heavily WIP!)
[*] Working Mirrors
[*] Vivox Integration
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Updated
[list]
[*] New Weapon Descriptions
[*] Interaction ranges and icon sizes in Lobby
[/list]
Fixed
[list]
[*] Fixed a rare bug causing you to get stuck on the loading screen
[*] Fixed rare bug where trap wires would look incorrect (when doors were fully opened)
[*] Fixed broken lightmap UVs
[*] Fixed team view cam sometimes going to pre-mission planning level (viewing SWAT truck)
[*] Fixed Optiwand mesh not appearing in Team View Cam
[*] Various bugs and crash fixes
[*] Depreciated SWAT command decal markers and outlines
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[u][b]Gameplay[/b][/u]
New
[list]
[*] Sight swapping/toggling for new optics
[*] Free Look (with option to activate through a hold or toggle). Also has a wider horizontal range of movement
[*] Alarm traps
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Improved
[list]
[*] Better weapon offset for super wide monitors
[*] Grenades now have a more centered throw trajectory
[*] Improved melee system for players and AI
[*] Improved melee hit detection
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Updated
[list]
[*] Reduced max Flashbangs and Stingers per player to 4
[*] Start match time reduced to 10 seconds (previously 20 seconds)
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Fixed
[list]
[*] Fixed loadouts occasionally resetting
[*] Fixed bug that could cause the arrest target to teleport
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[u][b]Graphics[/b][/u]
New
[list]
[*] AMD FidelityFX Super Resolution graphics option
[*] Options to disable world decals or modify their density and fade distance (significant performance improvement for some hardware)
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Improved
[list]
[*] More items now visible in mirror/team view
[*] NVG visual overhaul
[*] Several tweaks to reduce blinding the player
[*] Re-enabled NVG spotlight with extremely low intensity to take care of fringe cases where there's not enough light data
[*] New LUTs for green and white phosphor options (coming soon)
[*] Updated overlay material to show inner screen reflections/lighting
[*] Tweaked exposure curve for better "auto-gating" in extreme light conditions
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Fixed
[list]
[*] Fixed some clipping issues at high FOV and low aspect ratio
[*] Fixed clipping when player was in Low Ready but playing a blocking animation
[*] Fixed crash on some GPUs running low settings on DX12
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[u][b]AI[/b][/u]
[b]General[/b]
Improved
[list]
[*] Allow arrested AI to move
[*] Increased AI step angle so they don’t get caught on small props, causing them to be stuck in place
[*] Significantly improve AI enemy detection reaction time (SWAT especially)
[*] Fleeing Improvements
[*] No fleeing to outdoor areas
[*] Reduced occurrences of AI running into you
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Updated
[list]
[*] Any AI can set off traps
[*] Increased default number of Roamers to 3
[*] Increased morale loss from SWAT bash/melee attacks
[*] Tweaked Rules of Engagement
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Fixed
[list]
[*] Fixed roamers so they don't try roam where they can't go (e.g. through locked doors)
[*] Fixed surrender exit bugs
[*] Fixed bug with instant snap aiming
[*] Fixed bug causing AI that are getting up to 'pop'
[*] Fixed AI being able to see through pixel perfect gaps in geometry
[*] Fixed bug causing AI to be less aggressive than intended
[/list]
[b]SWAT[/b]
Improved
[list]
[*] SWAT will fire back when sensing damage (fixes SWAT getting shot and not returning fire, also allows Suspects to fire back if they they take damage through walls/doors)
[*] SWAT will abort arrest if target is not surrendered, or is already arrested
[*] SWAT now use door interactions from the center (reduces issues in tight geometry spaces where the point on the navmesh will end up on the wrong side)
[*] SWAT now checks if enemy is fake surrender/drawing/picking up a weapon for engagement checks (with a small buffer of time to simulate delay)
[*] Improved SWAT navigation for all maps
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Updated
[list]
[*] Reduced time spent with weapon up on suspects so they can shoot quicker
[*] Stack 1/1 on door if giving a single team command (red/blue)
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Fixed
[list]
[*] Fixed crash if you collect evidence while giving 'Collect Evidence' command to SWAT
[*] Fixed several issues causing stalls when breaching and clearing
[*] Fixed giving two commands in quick succession leading to SWAT not executing the first commands
[*] Fixed issue where giving quick commands to different SWAT teams could have them execute on the wrong contextual data (e.g. previous door/location)
[*] Fixed bug that could cause the navmesh to break after using 'Shotgun and Clear' on a door
[*] Fixed SWAT executing 'Breach and Clear' command early.
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[b]Suspects[/b]
New
[list]
[*] Hesitation Mechanic
[*] Reaction animation to heard gunshots
[*] Suspects investigate trap stimulus when trap goes off
[*] Suspects lower weapons against walls and doors
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Improved
[list]
[*] Tweaked suspect accuracy for better engagements
[*] Suspects are more likely to surrender if you yell at them before they've targeted anybody
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Updated
[list]
[*] First 3 bullets that a suspect fires have an accuracy penalty
[*] Suspects in Hostage Rescue now execute hostages after spotting an enemy instead of when hearing aggressive noises.
[*] Reduced shotgun fire rate to 1/sec (We will miss you, shotgun John Wick)
[*] Beanbag shotgun removed from suspects on Hotel
[*] Patrols can only end up inside (but can traverse outside)
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Fixed
[list]
[*] Fixed Suspects using trapped doors when they had been peeked open
[*] Fixed Suspects spam firing
[*] Fixed patrols sometimes not working
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[b]Civilians[/b]
Updated
[list]
[*] Halved civilian morale
[/list]
[u][b]Settings[/b][/u]
New
[list]
[*] Use (Only) key bind
[*] Added Toggle Secondary Sight key bind. Default is bound to P
[*] Added Free Look Toggle and Hold key binds
[*] Advanced mirror options (anti alias, decals and dynamic shadows. disabled by default)
[*] Mouse inverted options for Optiwand
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Fixed
[list]
[*] Fixed Reload, Tactical Reload and Mag Check binds
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[u][b]HUD[/b][/u]
New
[list]
[*] Implemented crouch animation for 'Paper Doll' health indicator.
[/list]
Updated
[list]
[*] Changed heal prompt to ‘Press F to Stop Bleeding’
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Fixed
[list]
[*] Fixed NVG Paper Doll icon not being displayed sometimes
[/list]
[u][b]Performance[/b][/u]
New
[list]
[*] Added Performance Profiler (to capture and send performance issues to VOID)
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Improved
[list]
[*] Reduced VRAM usage by ~2GB
[*] Loading screen improvements
[*] Significantly improved Beanbag and Pepperball particle performance (especially when spammed in a small area)
[*] Flashbang post process effect
[*] Beanbag impact particle
[*] Team View & Optiwand render performance
[*] Significantly improved team view/optiwand memory usage (was using 16x more memory than needed)
[*] Main Menu performance
[*] Mirror performance
[*] Rain particle FX performance
[*] Potential stutter improvements
[*] Performance on levels with many AI
[/list]
Fixed
[list]
[*] Fixed frosted glass (causing major performance hits)
[*] Fixed stinger post process effects severely affecting game performance by ~50%
[*] Fixed stuffer when team view/optiwand are active
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[u][b]Networking[/b][/u]
New
[list]
[*] Host Migration
[*] Only attempt migration on Connection Lost or Connection Timeout
[*] World state is saved from client perspective at the time of disconnect (getting you back into the game seamlessly)
[*] Host admin game controls
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Improved
[list]
[*] Join random session within desired ping instead of always joining lowest ping (allows people with slightly higher ping to receive players / spreads players over more sessions)
[*] Greatly optimized network performance
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Updated
[list]
[*] Allow joining of servers using Find Sessions running different mods if checksum is turned off(and server has checksum turned off), option available in settings.
[*] Modded games can now always join any server that has checksum disabled regardless of their own checksum state (vanilla games will only join modded games if this is turned off)
[*] Change session state in pre-login if server is full (may help with finding full servers)
[*] Sync movement for physics props placed in the world
[*] Stagger the initialization of the world over the full time to help reduce bandwidth load when starting a level
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Fixed
[list]
[*] Fixed 'Time Until Bomb Explodes' on Bomb Threat only showing for the host
[*] Fixed occasionally not being able to join sessions
[*] Fixed quit to main menu not going back to main menu if not a listen server
[*] Fixed being kicked when restarting the mission
[*] Potentially fixed some issues causing disconnections (and added further logging to determine any other causes)
[*] Fixed other SWAT appearing in truck for clients
[*] Fixed issue where light/laser could fall out of sync if used outside of network relevancy range
[/list]
[u][b]Weapons[/b][/u]
New
[list]
[*] R7 Launcher, a magazine-fed customizable pepperball gun.
[*] MK.16, reliably accurate 5.56 assault rifle.
[*] BCM MK1, weapon skeleton with new audio/model/mesh exclusive to Supporter edition owners. No statistical advantage over other 5.56 ARs currently in game.
[*] SLR 47, modernized Eastern carbine boasting compactness and power.
[*] Added ATACR and SDR optics to M4, SBR-300, SA58, BCM MK1, Mk. 16, SR16, and HK416
[/list]
Updated
[list]
[*] G19 Gen5, updated model/audio for the G19.
[*] P92X, updated model/audio for the M9A1.
[*] Reduced camera shake when shooting SA58
[*] Significantly lowered UMP45 Recoil
[*] Shortened the SBR-300's barrel significantly
[*] 'Thumb over bore' combat grip now used for HK416, SBR-300, and SR16
[*] New Stinger Grenade model.
[*] New Flash Grenade model.
[*] New CS Gas Grenade model.
[*] Increased fire rate of AR-pattern weapons to be more realistic
[*] SRS optic now uses risers for HK416, SBR-300, and SR16 (if you had the SRS equipped before this change, you may have to re-equip on the workbench)
[*] Corrected laser rotation when right up against an object
[/list]
Fixed
[list]
[*] Fixed M4A1 socket for M600V
[*] Fixed double sound playing for MPX, UMP45 and SBR-300
[*] Fixed brake scaling for SR16
[*] Fixed shotgun accuracy
[*] Fixed P92X(M9) pistol using wrong inertia values
[*] Fixed G19 backplate not moving with slide
[*] Fixed G19 slide plate not actually disappearing when an optic is attached
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[u][b]Animation[/b][/u]
[list]
[*] Fixed lowered shield reloads with Python revolver
[*] Fixed A-Pose when killing arrested AI
[*] Fixed wrongly assigned animations for m45A1 speed reload
[*] Fixed arrested death poses
[/list]
[u][b]Physics[/b][/u]
[list]
[*] Re-enabled physics prop interactions (Increased push force so you cannot get stuck on/behind them)
[*] Fixed collision with thrown items (Chemlights and Grenades)
[/list]
[u][b]Scoring[/b][/u]
[list]
[*] Scores will no longer save if game is modded
[*] Traps no longer impact scoring
[/list]
[u][b]UI[/b][/u]
[list]
[*] Removed loading screen percentage when going back to main menu (as it's a blocking load)
[*] Fixed mission select not working if two inputs were sent at the exact same time
[*] Fixed 'Finding Session' text not showing on the menu
[/list]
[u][b]VO[/b][/u]
New
[list]
[*] TOC Voice
[*] New set of generic female voice lines
[/list]
Removed
[list]
[*] Removed unused voice files
[*] Removed legacy/placeholder voice lines
[/list]
Updated
[list]
[*] Only agender Judge lines play when ordering arrests
[*] Updated female civilian voice lines
[/list]
[u][b]SFX[/b][/u]
[list]
[*] Footstep tweaks for 3P Civilians / Suspects
[*] Bump sound size for pistol melee so it doesn't pan as player moves
[*] 3P weapons slightly sidechain bullet impacts now
[*] Lowered volume for certain sidearm melee foleys
[*] Tweaks to certain 3P weapons for better parity
[*] Slightly lower bullet crack chance, removed EQ
[*] Added updated taser assets and updated taser shot / hum
[*] Lower trap cut volume
[*] Many tweaks to existing events across the board to minimize sound drop out
[*] Updated Mk. 16 / SBR300 / SA58 / Stinger sound events
[*] Disabled auto activation for many sound sources to prevent leaking
[*] SWAT voice lines can be heard in headset at range
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[u][b]Music[/b][/u]
New
[list]
[*] 'Fast Food' restaurant song(It's a bop)
[*] 'Penthouse' music
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[u][b]Localization[/b][/u]
[list]
[*] Added Korean, French, German and Czech translations
[*] Korean text now uses Numan font
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[u][b]Miscellaneous[/b][/u]
[list]
[*] Fixed spelling/grammar misteaks
[*] Added Discord Supporter Code in settings (for Supporter server verification purposes)
[*] Crash reporter now displays a simple error message (ie. Crash, GPUCrash, Assert) and the reason, if possible
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[u][b]Lobby[/b][/u]
[list]
[*] Shoothouse target mini-game (Shoothouse timer is now operational)
[*] Coffee machine in Lobby (with speed buffs for certain drinks)
[*] Updated Shoothouse trigger box range to get out of forced Low Ready at the first door
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[u][b]Wenderly Hills Hotel -- 'Checkin' In'[/b][/u]
New
[list]
[*] Active Shooter Mode
[*] Hostage Rescue Mode
[*] Raid Mode
[*] Hotel's lobby and first floor areas now available for new modes
[*] Added Chef models
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[u][b]213 Park Homes -- 'Twisted Nerve'[/b][/u]
New
[list]
[*] Raid Mode
[*] Second house has been opened up.
[*] Added destructible lights
[*] TV now plays static sound(spooky)
[*] Sewer area now plays dripping sounds(yucky)
[/list]
Updated
[list]
[*] Environmental Updates
[*] Incapacitated Minor score penalty increased to -350 (previous penalty was erroneously -15)
[*] Adjustments to Meth tunnel ambience
[*] Tweaks to Meth audio
[*] Additional sounds added to sewer
[*] TV on floor in main house now plays sound
[*] Chime sound added to main house side
[*] Additional sounds added to spawn garage
[*] Additional sounds added to street light near spawn
[*] Rat / debris sounds now play around main house
[*] Added volume to Meth front door so outdoor ambience plays in near it
[*] Child's radio on Meth now has event cone parameter so player can't hear it behind wall
[*] Female suspects on Meth now use female suspect lines
[/list]
Fixed
[list]
[*] Fixed popping of certain Meth sounds
[*] Fixed some navs in meth
[*] Fixed out of bounds areas
[*] Collision fixes
[*] Lighting fixes
[*] Fixed some Meth spawns where AI wouldn't be able to move
[*] Fixed AI not being able to navigate the hole in the fence on Meth
[/list]
[u][b]Caesar's Cars Dealership -- 'Buy Cheap, Buy Twice'[/b][/u]
New
[list]
[*] Bomb Threat Mode
[*] Added rockin' radio track courtesy of a legend
[/list]
Updated
[list]
[*] Max attenuation for barrel fire reduced
[*] Increased distance of Dealer car passerby SFX
[*] Slight volume tweaks to outside Dealer outside quake SFX
[*] Minor Dealer artwork changes
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[u][b]4U Gas Station -- 'Thank You, Come Again'[/b][/u]
Updated
[list]
[*] Adjustments to certain Gas ambiences
[*] Huge overhaul of ambience volumes to prevent leaking
[*] Certain room tones changed for better parity
[*] Certain spatial sounds moved
[*] Flies now fly around poor Mudasir
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[u][b]Port Hoken -- 'Hide and Seek'[/b][/u]
New
[list]
[*] Bomb Threat Mode
[*] Added creepy auction music to auction room
[*] Added blocking volume to certain area so players can't go for a swim
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Updated
[list]
[*] Tweaked Raid AI count
[/list]
Fixed
[list]
[*] Fixed drip sound from stopping and starting, remove second sound for better consistency with location
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