Update 0.8.0: Carnage on Planet X-11 Patch Notes
Author: [O] Astraea,
published 5 months ago,
[b]Update 0.8.0[/b] will be available for troopers to download on [b]June 24th, 2024[/b] at [b]10:00 AM PT[/b] ([b]GMT-7[/b]).
This patch is a collection of content, performance, and optimization improvements and numerous bug fixes. If you'd like to discuss Update 0.8.0 with your fellow troopers, please feel free to join the [url=https://discord.gg/starshiptroopersgame][b]Starship Troopers: Extermination Community Discord[/b][/url]!
[img]https://clan.cloudflare.steamstatic.com/images//43269229/644fcbd088b3a7933c47f86c9a6d60fa3a99a37f.jpg[/img]
[h3][b]Client Performance Improvements[/b][/h3][list][*] Gradually Improved Performance of UI across the game
[*] Gradually Improved Memory overhead across the game.
[*] Gradually Improved Performance of Physics based actions.
[*] Improved Performance regarding input fetching.
[*] Improved Performance for Trooper Animations.
[*] Improved Performance for Arachnids.
[*] Add a system to dynamically adjust tick rates based on their significance to the player.
[*] Reduced ticking across the game.
[*] Improved Performance for Skeletal Mesh Components.
[*] Fix an issue where the HUD was getting created each time you respawned.
[*] Fix an issue where Name Tags were more costly than they should be.
[*] Fix an issue where 3D Widgets were more costly than they should be.
[*] Improved performance of Bug movement component that reduced CPU load on client and server.[/list][h3][b]Map Performance Improvements[/b][/h3][list][*] Improve GPU Performance on Planet Valaka
[*] Improved performance of the Drop Ship.
[*] Optimization pass on Agni Prime.
[*] Optimization pass on Valaka.[/list][h3][b]Server Performance Improvements[/b][/h3][list][*] Improvements to spawn logic.
[*] Improvements to character movement overhead[/list][h3][b]Other Improvements[/b][/h3][list][*] Added Aim Assist for Gamepads.[/list]
[img]https://clan.cloudflare.steamstatic.com/images//43269229/f8f287a7e58c5a722265f1a97e760330a37d8a87.jpg[/img]
[url=https://steamcommunity.com/games/1268750/announcements/detail/6232499459752805489][h3][b]Planet X-11[/b][/h3][/url]
Planet X-11 is located within the Tibannis system but lies deep within the Arachnid Quarantine Zone and is designated a mining planet for the federation. It also serves a more important role as it is the home of the Teefang Array Deep Space Listening post. The planet has been discovered by the bugs and is now under constant attack and must be defended. Planet X-11 will launch with:[list][*] 2 [b]ARC[/b] Locations
[*] 2 [b]Horde[/b] Locations
[*] 8 [b]AAS[/b] Main Missions
[*] 4 [b]Hive Hunt[/b] Main Missions[/list][url=https://steamcommunity.com/games/1268750/announcements/detail/4156339304092992622][h3][b]Weak Points[/b][/h3][/url]
Introduce a new set of systems to expand the depth of our shooting mechanics. The goal is to try and make shooting the Arachnids more interesting, and it requires player knowledge to make sure that you are either using the right gun for the job or have a good enough aim to avoid hitting the armor. Add depth to our gameplay by providing each enemy with an armor class and each gun with an armor-piercing value. Allow players to use either knowledge (What guns have what AP value) or skill (Just aim for the weak points) when killing bugs
[url=https://steamcommunity.com/games/1268750/announcements/detail/6232499459753020374][h3][b]The Carnage System[/b][/h3][/url]
Carnage is the new in-house system we’ve created that will let troopers have a true Starship Troopers experience with Persistent Bug Bodies. As you fight the Arachnids, their Bug corpses stay in the game until they are destroyed. Corpses will stack and be traversable by both friend and foe alike, and if sightlines are an issue, Troopers will be able to use their hands to melee or explosives to clear a path if needed.
[h3][b]Demolition Damage Type[/b][/h3]
Demolition damage-type classified weapons and utility will excel at removing bug corpses.
[list][*] Switched Thermo Charge to Demolitions damage type.
[*] Switched Nuke Det Pack to Demolitions damage type.
[*] Switched Hi-Ex Grenade to Demolitions damage type.[/list][h3][b]Ammo Types[/b][/h3]
The Federation is introducing two new ammo types which we hope aids your mission in wiping out the Bug menace! These ammo types come with their own benefits and tradeoffs and we'll look to add more as we develop ST:E!
[list][*] Added FMJ Ammo which sets AP Rating to [b]4[/b], but decreases weak point damage to [b]1.25x[/b].
[*] Added Hollow Point ammo which increases weak point damage to [b]2x[/b], but decreases AP Rating to [b]2[/b].[/list][h2][b]Quality-of-Life[/b][/h2][h3][b]New First-Time User Experience[/b][/h3]
Troopers will now be able to choose [b]Language[/b], [b]Server Location[/b], and whether to run the [b]Tutorial[/b] right from the beginning of their first initial playthrough. [h3][b]New Language Support[/b][/h3]
We have added Language support to the following languages:
[list][*] Italian
[*] Spanish
[*] Portuguese
[*] French[/list][h3][b]Controller Adjustments[/b][/h3]
Moving ping temporarily to [b]Aim Down Sight + Up[/b] on the [b]D-Pad[/b] for players on controller
[list][*] The end goal is to move Ping to its own binding ([b]Up on D-Pad[/b]), move [b]Cycle Utilites[/b] to the [b]Right on the D-Pad[/b], and all [b]Voice Chat Functions[/b] will be moved to the [b]Left on the D-Pad[/b].
[*] We are moving to this system to give both [b]Abilities[/b] and [b]Ping[/b] their own buttons on the controller instead of sharing the same one.
[*] If you play with a controller, please reset to defaults in the controls menu in settings to fix any issues you see around this.[/list][h3][b]Weapon Stat Display[/b][/h3]Weapon Stats have been adjusted to display as numbers instead of bars, giving more accurate readouts for players.
[h2][b]Tuning[/b][/h2]
[h3][b]The New Vanguard[/b][/h3]
[b]Mission XP Adjustments[/b]
XP from [b]various[/b] missions has been reduced.
[list][*] [b]ARC[/b] Victory [b]Easy[/b]: [b]500[/b] XP → [b]250[/b] XP
[*] [b]ARC[/b] Victory[b] Hard[/b]:[b] 1150 [/b]XP→ [b]1000[/b] XP
[*] [b]AAS[/b] Victory[b] Easy[/b] : [b]250 [/b]XP → [b]150[/b] XP
[*] [b]Horde[/b] Victory[b] Easy[/b]: [b]500[/b] XP→ [b]200[/b] XP[/list][b]Demolisher[/b]
[list][*] Increased Health by [b]100%[/b].
[*] A second charge for Barrage was added.
[*] Increased Barrage cooldown to [b]60 seconds[/b] per charge.
[*] While holding and firing Barrage, Demolisher will now take reduced range and melee damage.[/list][b]Medic[/b]
[list][*] Medic UAVs will now only lock onto downed troopers.
[*] Medic UAVs will be less affected by structures, terrain, or bugs when attempting to aim it.
[*] When aiming the medic UAV, the circle will now change color from yellow to green if a trooper is in the area where it's being deployed.
[*] Medic UAV will now emergency deploy if you go down and revive you at the cost of all remaining charges.[/list][h3][b]Federation Armory[/b][/h3]
[b]First Aid Stim Dart[/b]
[list][*] Updated Equip animation so it can be used more easily in urgent situations.[/list][b]Scan Dart[/b]
[list][*] Updated Equip animation so it can be used more easily in urgent situations.
[*] Improved consistency of Scanning; [b]Removed[/b] Line of Sight check on Scanning.
[*] Increased Scan duration from [b]3[/b] seconds → [b]15 [/b]seconds
[*] Increased Scan frequency from [b]1.5 [/b]seconds → [b]0.5 [/b]seconds
[*] Darts now deal [b]1[/b] damage (to gets assists).
[*] Range Increased from [b]10,000m[/b] to [b]20,000m[/b]
[*] First XP Event only requires [b]3[/b] targets, every future XP event requires [b]5[/b].[/list][b]Scan Pulse[/b]
[list][*] Scanning Bugs will now provide XP. For every [b]5[/b] Bugs Highlighted trooper will gain [b]+2[/b] XP.
[*] Removed XP on Activate.[/list][b]Scan Grenades[/b][list][*] Improve consistency of Scanning; [b]Removed[/b] Line of Sight check on Scanning.
[*] Scanning Bugs will now provide XP. For every [b]5[/b] Bugs Highlighted troopers will gain [b]+2[/b] XP.
[/list][b]First Aid Fab & Speed Stim Fab[/b][list][*] Adjusted XP for Resupplying Allies from [b]+10[/b] XP → [b]+5[/b] XP.
[*] Using a Speed Stim on an Ally will give [b]+5[/b] XP.[/list][b]Heal Beacon[/b]
[list][*] Heal Beacons now provide XP when healing Allies. [b]+5[/b] XP after [b]5[/b] Heal ticks ([b]15[/b] sec).
[/list][b]Morita MK1[/b]
[list][*] Damage Increased from [b]50[/b] → [b]52.5[/b].
[*] Stagger Increased from [b]25[/b] → [b]45[/b].
[*] RPM Increased from [b]642[/b] → [b]706[/b].
[*] Armor Piercing (AP Rating) set to [b]3[/b].
[*] Weakpoint Damage multiplier set to [b]1.5[/b].
[*] Added FMJ ammo type at Level [b]3[/b].
[*] Added Hollow Point ammo type at level [b]8[/b].[/list][b]Morita MK3 SAW[/b]
[list][*] Damage Increased from [b]50[/b] → [b]65[/b].
[*] Armor Piercing (AP Rating) set to[b] 4[/b].
[*] Weakpoint Damage multiplier set to [b]1.25[/b].
[*] Added Hollow Point ammo type at level [b]8[/b].[/list][b]Morita XXX Sniper Rifle[/b]
[list][*] Max Mags Increased from [b]4[/b] → [b]5[/b].
[*] Damage Reduced from [b]1500[/b] → [b]1100[/b]. This is to account for the warriors' reduced health. You should still be able to one-shot them on normal and hard.
[*] Armor Piercing (AP Rating) set to [b]5[/b].
[*] Weakpoint Damage multiplier set to [b]2.5[/b].[/list][b]Morita MK1 Carbine[/b]
[list][*] Armor Piercing (AP Rating) set to [b]2[/b].
[*] Weakpoint Damage multiplier set to [b]2[/b].
[*] Added FMJ ammo type at Level [b]3[/b].[/list][b]TDW-99 Morita Tactical SMG[/b]
[list][*] Damage Increased from [b]40[/b] → [b]45[/b].
[*] Range Increased from [b]10m[/b] to [b]20m[/b] (This is the point where damage falloff starts).
[*] Increased Stagger Damage from [b]25[/b] → [b]30[/b].
[*] Armor Piercing (AP Rating) set to [b]1[/b].
[*] Weakpoint Damage multiplier set to [b]3[/b].
[*] Added FMJ ammo type at Level [b]3[/b].[/list][b]TW-102-s Peacemaker[/b]
[list][*] Armor Piercing (AP Rating) set to [b]3[/b].
[*] Weakpoint Damage multiplier set to [b]1.5[/b].
[*] Added FMJ ammo type at Level [b]4[/b].
[*] Added Hollow Point ammo type at level [b]8[/b].[/list][b]TW-109-e Emancipator[/b][list]
[*] Damage Increased from [b]150[/b] → [b]175[/b].
[*] Armor Piercing (AP Rating) set to [b]2[/b].
[*] Weakpoint Damage multiplier set to [b]2x[/b].
[*] Added FMJ ammo type at Level [b]4[/b].[/list][b]E-Pulse Pistol A1[/b]
[list][*] Armor Piercing (AP Rating) set to [b]5[/b].
[*] Weakpoint Damage multiplier set to [b]1.1[/b].[/list][b]E-Pulse 88 CSW[/b]
[list][*] Damage Increased from [b]200[/b] → [b]250[/b].
[*] Armor Piercing (AP Rating) set to [b]5[/b].
[*] Weakpoint Damage multiplier set to [b]1.1[/b].[/list][b]E-Pulse 44 A2[/b]
[list][*] Increased Stagger from [b]100[/b] → [b]120[/b].
[*] Armor Piercing (AP Rating) set to [b]5[/b].
[*] Weakpoint Damage multiplier set to [b]1.1[/b].[/list][b]TW-2 SP.L.I.T Shotgun[/b]
[list][*] Range Increased from [b]5m[/b] to [b]20m[/b] (This is the point where damage falloff starts).
[*] Armor Piercing (AP Rating) set to [b]1[/b].
[*] Weakpoint Damage multiplier set to [b]3[/b].[/list][b]TW-2 SP.L.I.T Shotgun (Auto)[/b]
[list][*] Range Increased from [b]5m[/b] to [b]20m[/b] (This is the point where damage falloff starts).
[*] Damage Increased from[b] 300[/b] → [b]325[/b].
[*] Armor Piercing (AP Rating) set to [b]1[/b].
[*] Weakpoint Damage multiplier set to [b]3[/b].[/list][b]TW-2 SP.L.I.T Shotgun (Slug)[/b]
[list][*] Range Increased from [b]10m[/b] to [b]25m[/b] (This is the point where damage falloff starts).
[*] Armor Piercing (AP Rating) set to [b]2[/b].
[*] Weakpoint Damage multiplier set to [b]2[/b].[/list][b]C-32 Chi-Hong Grenade Launcher[/b]
[list][*] Armor Piercing (AP Rating) set to [b]3[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].[/list][b]FU-17 Flamethrower[/b]
[list][*] Damage increased from [b]15[/b] → 25 - Damage-Over-Time remains the same. This is just damage while in the cone of fire.
[*] Armor Piercing (AP Rating) set to [b]5[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].[/list][b]TW 202-L Morita Hawkeye[/b]
[list][*] Armor Piercing (AP Rating) set to [b]3[/b].
[*] Weakpoint Damage multiplier set to [b]2.5[/b].[/list][b]Guardian UAV[/b]
[list][*] Armor Piercing (AP Rating) set to [b]3[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].[/list][b]Deployable Turret[/b]
[list][*] Armor Piercing (AP Rating) set to [b]4[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].[/list][b]Twin MG Emplacement (Both Engineer and Base Structure)[/b]
[list][*] Armor Piercing (AP Rating) set to [b]4[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].
[*]Adjusted XP for Rearming Turrets; [b]+10[/b] XP → [b]+5[/b] XP.[/list][b]Auto Sentries (Both base and on the Valkyrie)[/b]
[list][*] Armor Piercing (AP Rating) set to [b]4[/b].
[*] Weakpoint Damage multiplier set to [b]1[/b].
[*]Adjusted XP for Rearming Turrets; [b]+10[/b] XP → [b]+5[/b] XP.[/list][h3][b]Arachnid Tuning[/b][/h3]
[b]Drone Bug[/b]
[list][*] Armor Value (AV) Set to [b]1[/b].[/list][b]Bombardier Bug[/b]
[list][*] Armor Value (AV) Set to [b]1[/b].[/list][b]Warrior Bug[/b]
[list][*] Armor Value (AV) Set to [b]3[/b].
[*]Warriors no longer leap to the side when you fire at them - The jump didn't add much to the gameplay when encountering Warriors, and we found instead of a fun mechanic that you have to play around, it became more of an annoyance.[/list][b]Tiger Bug[/b]
[list][*] Health Increased from [b]6000[/b] → [b]8000[/b].
[*] Stagger Threshold Increased from [b]1000[/b] → [b]2000[/b].
[*] Armor Value (AV) Set to [b]4[/b].[/list][b]Plasma Grenadier Bug[/b]
[list][*] Armor Value (AV) Set to [b]4[/b].[/list][b]Gunner Bug[/b]
[list][*] Armor Value (AV) Set to [b]2[/b].[/list][b]Inferno Bug[/b]
[list][*] Health Increased from [b]3000[/b] → [b]6000[/b] - The inferno bug's old form of armor is gone and now uses the same system as the rest. The inferno also now has weak points, so this should result in an overall increase to the damage that is dealt to the inferno, hence the increase in health.
[*] Armor Value (AV) Set to [b]5[/b].[/list][b]Royal Guard Bug[/b]
[list][*] Health Increased from [b]18000[/b] → [b]24000[/b].
[*] Stagger Threshold Increased from [b]1500[/b] → [b]4000[/b].
[*] Reduced Stagger Recovery from [b]500[/b] → [b]400[/b] per second.
[*] Armor Value (AV) Set to [b]5[/b].[/list][b]Fire Warriors[/b]
[list][*] Will now explode into fire when killed by explosive weapons.[/list][b]All Bugs[/b]
[list][*] Hard health reduced from [b]+50%[/b] → [b]+10%[/b].[/list][img]https://clan.cloudflare.steamstatic.com/images//43269229/82d27503ae2db6df7d8ed75d5cb62a66eb94759f.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//43269229/bdce70c237e0e8a9ff494b1e373f027aeba8fc0d.jpg[/img]
[h3][b]Known Issues[/b][/h3]
[list][*] Troopers may find themselves stuck in spectator view after being revived from the incapacitated state. The current workaround is to ask fellow troopers to incapacitate and revive you again. We will be adjusting our friendly fire systems until this is fixed to prevent troopers from being erroneously marked as Federation Traitors til this issue is resolved.
[*] Team Voice Chat sometimes stops working during a match. We are working with our Voice Chat provider for a solution.[/list]
[h3][b]Highlights[/b][/h3]
[list][*] Bunkers can now kill troopers again should they be dropped on them.
[*] Reinforcements should no longer deplete when a Trooper leaves the match.
[*] Fixed an issue with AMD FSR Image Upscaling that would lead to no change in performance.
[*] Fixed the Engineer's inability to use their Mobile Build Tool if in a turret when it comes off cooldown.
[*] Fixed an issue where the High Ground Perk did not deal additional damage to enemies while the trooper was in a high-ground position.
[*] Fixed an issue where the Pilum Rocket Launcher did not deal any damage to the eggs in the Hive Hunt mission.[/list]
[h3][b]UI[/b][/h3]
[list][*] Corrected numerous spelling mistakes throughout the UI.
[*] Corrected the tooltip for “Accuracy”.
[*] Corrected the description of the “Quick Reload Magazines” to be more consistent.
[*] Corrected the 2x and 4x Scope assets not displaying on the Loadout of the E-Pulse 44 A2 weapon.
[*] Corrected inconsistent arrangements in Trooper skill details on the Loadout menu.
[*] Corrected icon warping when displayed as the favorite weapon if not sized to 218 x 73.
[*] Corrected the Grenade counter displaying zero when the user throws a Grenade and then respawns after dying.
[*] Corrected the ore count display, which showed in the thousands after placing a building using the Engineer's skill "Mobile Build Tool.".
[*] Restored missing backgrounds for the “Select Squad” and “Edit Loadout” screens.
[*] Adjusted the re-enlistment screen to remove the word “Challenge” as it was a typo.
[*] Adjusted the naming of the FU-17 Flamer to FU-17 Flamethrower.
[*] Adjusted loading screens to display “E” as the default interact key instead of “F.”
[*] Adjusted Headers on the scoreboard to align with player stats.
[*] Adjusted the "Quit to Desktop" text to "Quit out of Game."
[*] Adjusted outdated descriptions for Scan-related Perks, Utilities, and Grenades in the Loadout.
[*] Adjusted text spacing for the timer cooldown between the “Return to the Battlefield” text.
[*] Adjusted the crit stats of the Chi-Hong Grenade Launcher to match the intended value.
[*] Fixed an issue causing player names to not appear above players correctly with altered resolution.
[*] Fixed an issue where players were unable to navigate the Build Tool Menu when being revived after dying while the menu was displayed.
[*] Fixed an issue causing Text Chat to overlap with other parts of the UI.
[*] Fixed an issue causing multiple 'Respawn at' texts to show on the screen when respawning.
[*] Fixed an issue causing Cosmetic Unlocks to appear in the End Game Progression screen after Prestige.
[*] Fixed the missing 2x scope of the E-Pulse 44 weapon at Level 0 on the Progression screen.
[*] Fixed the issue where pressing the “ESC” button in the Mutator list screen prompted the Exit Game menu.
[*] Addressed an issue where some trooper utility/weapon assets appeared super small in the Loadout screen.
[*] Addressed the hidden button on the Change Class screen.
[*] Addressed duplicated icons for some weapons on the Sniper's loadout screen.
[*] Addressed the issue where some building ghost structures were not shown when the user used the build tool.
[*] Addressed the issue of the mouse cursor disappearing when accessing chat in the Squad and Loadout selection.[/list]
[h3][b]Audio [/b][/h3]
[list][*] Shooting an incapacitated or dead trooper should no longer produce voice lines.
[*] Pilot speech content will now play correctly in ARC and AAS missions.
[*] The Regenerative Matrix SFX should no longer play for all players.
[*] Hitting rock and concrete with the shovel should no longer cause incorrect impact audio to play
[*] Fixed an issue where Inferno Bug projectile explosions sometimes didn't play.
[*] Fixed an issue where speech stopped playing in horde mode.
[*] Fixed an issue where VO sometimes stopped playing partway through a match.
[*] Fixed an issue causing a lack of ragdoll SFX when killing an Inferno bug.[/list]
[h3][b]Animation[/b][/h3]
[list][*] Corrected hit reactions animations on the Tiger, Warrior, and Gunner Bugs.
[*] Fixed an issue where the Morita Tactical SMG reload animation played when the player used the knife while holding the gun.
[*] Fixed an issue where Trooper directional Jog and Sprint animations would break.[/list]
[h3][b]Art[/b][/h3]
[list][*] Fixed an issue that caused 3D model previews for weapons and utilities on the Ranger and Medic class not to display correctly.
[*] Fixed flickering ground textures near the Dropship and AO Command structure on the Valaka fuel depot map.
[*] Fixed various broken textures on the Main Menu screen.
[*] Fixed various collision issues in Valaka, causing players and bugs to float or hit invisible walls.
[*] Fixed grey square placeholder textures for fabric/tarp in Valaka.
[*] Fixed missing textures on the tarpaulin for the Agni Prime and Broken Command maps.
[*] Fixed smudged landing zone marker with the C-3 structure's texture on the Valaka Fuel Depot.
[*] Fixed broken texture display of the Hi-Ex grenade while the trooper is holding it without throwing it.
[*] Fixed missing textures on some posts in Valaka.
[*] Fixed flickering and incorrect ground textures in Valaka Plateau and Central Garrison Victor.
[*] Fixed inconsistent blood color of the Tiger Elite when being shot and during an explosion.
[*] Fixed a visible backface mesh near the dropship on Valaka Fuel Depot.
[*] Fixed a broken shed structure LOD on Valaka Fuel Depot
[*] Fixed an issue causing flickering assets on the MHQ when joining a Horde map.
[*] Restored missing burning VFX for Bugs when using the FU-17 Flamethrower
[*] Fixed terrain holes and backface mesh visibility on Agni Prime/Broken Command.
[*] Fixed a collision issue with a rock in a small crevice on the “Valaka” map.[/list]
[h3][b]Gameplay & General Fixes[/b][/h3]
[list][*] Hive Hunt checkpoints should now display the correct flag.
[*] The LV Visor HUD display should now be restored after being revived.
[*] The TW 202-L Morita Hawkeye should now have a scope when picked up from M.I. caches on the Hive Hunt mission.
[*] The Medical drone should no longer return to the Medic when deploying it and then pressing the skill button again.
[*] Resolved an issue where a trooper class could keep changing when spamming the left-click button.
[*] Resolved an issue where structures placed above other structures would not be destroyed if the lower structure was destroyed.
[*] Resolved a bug where the ore refinery progress did not match the timer during the slam while using the Refined Perk.
[*] Resolved a bug where the Engineer skill did not go on cooldown and was unable to be used after exiting the Twin MG.
[*] Resolved an issue where the Build tool's place mode would not display the build list if the user repeatedly pressed the “B” key.
[*] Resolved melee bugs' attacks clipping through the walls of the Dropship.
[*] Fixed a delay in the results screen and transition when the last trooper alive redeploys during a Horde mission.
[*] Fixed a missing preview for the Build and Dismantle buttons in Repair mode on the build tool.
[*] Fixed a bug where the Morita XXX Sniper Rifle Scope showed a map reflection on the upper part while in use.
[*] Fixed a bug where the Medical Drone received world decals.
[*] Fixed an issue so that scoped weapons will have scopes when viewed by other players.
[*] Fixed an issue causing all Secondary Weapons for all Troopers to float behind their 3D Models on the Loadout Menu.
[*] Fixed an issue where the color of the Ranger's Suit and Visor did not change when the user tried to change them.
[*] Fixed an issue causing troopers to be stuck in a respawn state after respawning during an AAS mission.
[*] Fixed an issue causing troopers to be unable to capture the zone on an AAS mission when mounting a Twin MG built using the Engineer's ability.
[*] Fixed an issue where the Medical UAV owner's name was not visible when being revived by the UAV itself.
[*] Fixed an issue causing melee bugs not to attack the ARC.
[*] Fixed an issue that would cause erroneous inputs in the settings menu when using a controller during gameplay.
[*] Fixed an issue causing build zone tiles not to spawn.
[*] Fixed an issue where troopers incapacitated while affected by the Medic’s Triage ability would not have the option to “Give Up” even after leaving the Triage ability area of effect.
[*] Fixed an issue where no objective zones would appear on the Tac Map during AAS missions.
[*] Fixed an issue where a utility ghost could be seen using the Twin MG Emplacement.
[*] Fixed an issue causing mismatched Usernames and Levels in the Party, Main Menu, and Profile screens.
[*] Fixed an issue where troopers were unable to move after entering the MG Twin and exiting while holding the Demolisher's skill "Barrage."
[*] Fixed an issue where troopers were invulnerable to lava when mounting a Twin MG built on the lava.
[*] Corrected an issue where troopers could build over the allowable structure limit using the Mobile Build Tool.
[*] Fixed an issue where the Twin MG built using the Engineer's ability could not be overcharged with the Overcharge Module utility.
[*] Fixed an issue causing Trooper ability cooldown timers to reach -0.
[*] Fixed an issue where the Royal Guard could get stuck and clip into the mountain on Agni Prime after digging.
[*] Fixed an issue where the Troopers could walk through trees on the map.
[*] Fixed an issue where the Normal and Slug TW-2 SP.L.I.T Shotguns did not change weapon skins.
[*] Fixed an issue causing Troopers to receive continuous burning damage after leaving the lava pool.
[*] Fixed an issue causing the Hi-Ex Grenade to enlarge when it sticks to the bodies of Bugs.
[*] Fixed an issue where the preview ghost of the buildable FOB was visible from inside the FOB.
[*] Fixed an issue where Engineers could build structures on lava using his ability.
[*] Fixed an issue where the Plasma Bombardment area would not display on the TacMap.
[*] Fixed the issue of the FOB not having a pre-built asset on Planet X-11.
[*] Fixed an issue causing canisters to not have collision with buildings/emplacements/ARC/MBU.
[*] Fixed an issue causing AI Troopers to be immune to lava and Inferno Bug damage.
[*] Fixed an issue where AI Troopers killed would float when revived.
[*] Fixed an issue preventing Troopers from walking or running through the small ramp inside the cave on Valaka
[*] Fixed an issue where old user game saves would cause the game to crash on launch.
[*] Fixed an issue where the Mobile Build Tool's ore capacity would drop below zero when repeatedly clicking the left mouse button to build the Ammo Stockpile structure.
[*] Fixed an issue causing inconsistent deployment of the Medic Drone when using a controller.
[*] Fixed an issue that would cause client crashes when loading into Hive Hunt.
[*] Fixed an issue causing Bugs to get stuck on a small tank in the Central Garrison Victor.
[*] Fixed an issue causing Troopers to use the FU-17 Flamethrower while also using the Twin MG Emplacement.[/list]