Cover image of 1.7.0.30 Experimental Update

Attention Soldiers,

We updated the Steam and Xbox Experimental applications of the game.

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1.7.0.30 Changelog

Assets

Fixed: FIA Platoon channel set to 42Mhz
Fixed: FIA RF-10 Radio now has two transceivers, is turned on by default, and the frequency can be modified
Fixed: US ANPRC77 radio now has two transceivers
Fixed: Cars were unable to shift to higher gear sometimes when holding the turbo key
Fixed: Locked differential wasn't working correctly (regression); engine feedback was too large and didn't drop the RPM fast enough (regression); improved simulation timing even further
Fixed: Vehicle engine governor shouldn't always cap the RPM to redline
Fixed: Vehicles having too powerful reverse torque
Reverted: Changes to shifting when holding turbo uphill (it caused issues elsewhere)

General

Added: Confirmation dialog to prevent accidental suicide caused by unintentionally clicking Respawn in the pause menu
Changed: Disabled telemetry
Fixed: HDR rendering in character previews
Fixed: Player was able to continue using user actions while the character was dead
Fixed: There was no fall damage caused by vehicles

Playable FIA

Changed: Disabled custom loadouts for a randomized spawn point
Changed: FIA Ammunition Supply Depot now requires Partisan rank to be built
Fixed: First random spawn point on the server startup is now more randomized

Persistence

Changed: Persistence UUID generation changed its internal layout and added new script APIs. Old save-game data is incompatible and will be ignored
Changed: Binary is now the default save game format for all missions
Fixed: Global supply usage was not saved
Fixed: Missing Persistence component on Handwear_Base.et
Fixed: GM-placed spawn points, faction affiliation, supply usage, and enabled state were not saved
Fixed: GM-placed tasks were duplicated upon loading a save
Fixed: Resource component with no containers did not save disabled info
Fixed: AIGroups could contain cyclic save points in save data
Fixed: AIGroups spawned from the SF slot did not follow waypoints
Fixed: E_VehicleMaintenance_M_Conflict_USSR_01 was not saved
Fixed: Group association on tasks was not properly restored, which led to task invisibility
Fixed: Group tile buttons not being selectable & missing radio frequencies in group tile buttons
Fixed: AIGroup presets without role assignment were missing when loading a save
Fixed: SCR_ScenarioFrameworkLogicCounterSave did not read from base
Fixed: VME in Faction manager serializer when setup is not valid
Fixed: Wrong slot save game inheritance for SF
Fixed: GamemodeStorage could not be used for System collection

Stability and Performance

Fixed: Possible crash in the animation system related to replicated data of other players
Fixed: Crash when damage was getting registered into hit zones
Fixed: Server crash on end-game event with ongoing SAVE process
Fixed: Possible crash when handling gamepad registration

Playable Content

Changed: Added map recon menu to keybind settings
Fixed: AA compositions spawned by GM would be malformed, where the gun would be inside the sandbag
Fixed: When GM would pull a character out of the water, then they would be unable to place him on the ground without first adjusting the altitude with Left Alt

Multiplayer

Changed: Now only dynamic (f.e, vehicles) and kinematic (f.e, characters) objects are checked if they are prevented from being moved outside of world bounds
Changed: When a dynamic or kinematic object is being placed under the terrain surface, then the game will readjust its position to be at the terrain surface
Fixed: Character will get deleted shortly after reconnecting to a restarted server
Fixed: If a door was not in its initial state (e.g., the initial state was closed, and it has been opened), its state would be incorrect for JIP
Fixed: Player characters would remain in the world after server restart, regardless of the reconnect system being enabled or not
Fixed: Replicated hit zone order was wrongly sorted sometimes.

Modding

Added: ChimeraGame.OnBeforeWorldCleanup() event to disable any entity-destruction logic before world unload

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