[u][b]Gameplay[/b][/u] [b]New[/b] [list] [*] Carry Arrested AI [/list] [b]Updated[/b] [list] [*] Increased melee bash range [/list] [b]Fixed[/b] [list] [*] Fixed SWAT AI becoming 'Injured' to CS gas when wearing a gas mask [/list] [u][b]AI[/b][/u] [b]General[/b] New [list] [*] Bomb vests for Suspects and Civilians in certain levels and scenarios [/list] [u][b]Settings[/b][/u] [b]New[/b] [list] [*] NVG Phosphor display option (Green or White) [/list] [u][b]HUD[/b][/u] [b]New[/b] [list] [*] Paper doll UI showcases when you're carrying AI [/list] [b]Updated[/b] [list] [*] Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible) [*] Player nameplates independent of HUD visibility [/list] [u][b]Performance[/b][/u] [b]Improved[/b] [list] [*] HUD optimizations [*] Team View optimizations [/list] [b]Fixed[/b] [list] [*] Fixed a performance issue with the significance manager causing hitches on certain maps [/list] [u][b]Networking[/b][/u] [b]Updated[/b] [list] [*] No longer able to join co-op games in progress [/list] [u][b]Weapons[/b][/u] [b]New[/b] [list] [*] M32A1 Launcher (Flashbang Rounds) [*] M320 Launchers (Flashbang, Stinger and Gas) [/list] [b]Fixed[/b] [list] [*] Fix for pepperball projectiles hanging in the air when firing at sky [*] Fixed shotgun ammo inaccurate counting [*] [/list] [u][b]Physics[/b][/u] [list] [*] Greatly improved player physics interaction against physics props [*] Physics props no longer affect player movement [/list] [u][b]UI[/b][/u] [list] [*] Fixed shotgun ammo UI display [/list] [u][b]VO[/b][/u] [b]New[/b] [list] [*] Shared death screams now added to all NPCs [/list] [b]Fixed[/b] [list] [*] Swan no longer repeats certain lines [*] Removed duplicate death sound from GenericSuspectMale voice batch [/list] [u][b]SFX/Music[/b][/u] [b]New[/b] [list] [*] Foley sounds for various SWAT and NPC actions [*] Knife attack audio [*] SWAT Breaching [*] Compliant and fake surrenders [*] Universal rifle draw / holster sounds [/list] [b]Updated[/b] [list] [*] Gunshot stereo width is no longer as thin as Zack’s hair [*] Volume balance across tons of sounds [*] Python snubnose gunshot now slightly different than non-snub gunshot [*] Surface impacts now more pronounced in the overall mix [*] Tweaks to certain step foliage sounds [*] SWAT footstep gear foley sound now plays slightly more often [*] First-person dirt footstep sound sounds more like dirt now [/list] [b]Fixed[/b] [list] [*] Metal impacts now use shared metal impact sound for better audibility / consistency [*] Fixed instances of incorrect impact sound being applied to various surfaces [*] Fixed tons of instances where doors would incorrectly sound occluded on various maps and modes [*] Fixed certain step sounds not firing for all characters [*] Optimized many events so they don’t continue playing even after stopping [*] Fixed instances of SWAT steps being waaaaay too quiet [*] Fixed instances where pre-game music wouldn’t play [*] Optimized certain gunshot tail layers [*] Optimized bash sound [*] Optimized first-person footstep sounds [*] Increased sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse [/list] [u][b]Hotel[/b][/u] [b]Updated[/b] [list] [*] Hotel now uses updated ambiance backend [*] Massive amount of tweaks to existing sounds/ambiances across all game modes(sizing, adding, deleting, etc) [*] Massive amount of tweaks to existing 3D sound sources across all game modes(stereo width, positioned closer to sound sources, etc) [*] Implemented 3 unused ambiances (Bar, Kitchen, Gym) [*] Implemented unused occluded traffic effect in parking garage [*] Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play [*] Fixed instances of bomb threat puddles not producing splishy splashy sound [*] Increase stereo width of certain sounds for better realism [*] Game music now stays quiet until player is in certain areas on the first floor [*] Upper rooms music section now plays during upper rooms game modes [/list] [u][b]Meth[/b][/u] [b]New[/b] [list] [*] New Areas: Attic, Meth Lab, new rooms in tent house [/list] [b]Updated[/b] [list] [*] Changed and removed sounds to match updated visuals [*] Re-implemented second combat theme [/list] [b]Fixed[/b] [list] [*] Backend improvements to Meth music [*] Optimize certain sounds [/list] [u][b]Dealer[/b][/u] [b]Updated[/b] [list] [*] Game music fades to silence when close to rockin' stereo song [/list] [b]Fixed[/b] [list] [*] Fixed instance of ambient tension not playing during certain combat outro [/list] [u][b]Gas[/b][/u] [b]Fixed[/b] [list] [*] Fixed instance of incorrect ambience playing in certain areas [/list] [u][b]Port[/b][/u] [b]Updated[/b] [list] [*] Game music now fades out when inside and around the Auction room [*] Optimized/balanced most ambiances [*] Apply LFO to rain sound / rain on clothes to simulate rain gusts [*] Increase stereo width for certain sounds [*] Slight adjustment to add reverb to certain areas [/list] [b]Fixed[/b] [list] [*] Fixed instances of certain warehouse rooms not having reverb [*] Fixed instances of rain sounds continuing indoors on Port [*] Fixed instance of incorrect ambiance playing on Barricaded Suspects spawn [*] Added invisible wall to hostage rescue to prevent players from jumping out of map [*] Added invisible wall to prevent players from getting stuck in certain external warehouse area [/list]