We updated the Steam and Xbox Experimental applications of the game.
Added: Conflict - Gradual seizing timer decay
Changed: Conflict - Base seizing timer is now longer for each service type built into it
Changed: Sorting disabled as it caused a lot of issues in playerlist
Fixed: Resource containers are now ordered properly on interactors.
Fixed: Weapon deployment made the character spin if used after getting out of the loiter animation
Fixed: Tripod turrets could store vehicles inside them.
Fixed: Supply caches now replenish resources once every hour to ensure the world doesn't run dry on supplies
Supply income in bases now is limited to the main base and the map objective-bases
1 supply per 10 seconds per base connected
They receive 10 supplies every 10 seconds
This can be expanded by connecting other bases
Other bases do receive the same income increase when being connected
Base structures have been reshuffled to allow more choice of vehicles in the beginning
Truck available from the start
Helipads are only available from Sergeant
Prices are adjusted to provide meaningful choices
Vehicles are reshuffled in cost and rank to ensure more advanced vehicles are more difficult to obtain outside of the primary bases
The cost of weapons is rounded to 5 marks to make them more readable
Fixed: Flushing entities in Game Master.
Changed: Interactors now process and store their last position changes
Fixed: Resource containers now always unregister if there is even a possibility of doing so on the UpdateInteractor method
Fixed: Input: "virtual" +/- inputs for axis ignored "main" input source blocking by combo. Adjusting zoom with Alt + Wheel shall no longer change movement speed
Fixed: XBox gamepad disconnects popup logic. The popup is now skipped if the keyboard is connected
Fixed: EndScreen - Debriefing screen could not be opened via keyboard/controller
Changed: Improved server performance
Fixed: Server fps issues related to getting in non-vehicle turrets.
Fixed: Crash when destroying multiple mines at the same time
Fixed: Crash when clicking proceed in the briefing screen
Fixed: Crash after reactivating character physics if the character was in a collision when its physics were deactivated
Captured FIA bases lose build action on session save load
Supply amount on bases is 0 after loading session save
Some Capture & Hold scenarios are unplayable because of missing compositions
Players are unable to change stance after getting dragged from the vehicles when they are unconscious
Getting into an unconscious state while leaving the vehicle can lead to player desync
Players sometimes cannot join already existing groups on the server after they connect
Persistent Sprint and Aiming Down Sights controls do not register properly when using a controller
Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret
Players are unable to trigger lights with a widget in the vehicle in the first-person
Load button in the Pause Menu does nothing
The base will sometimes show the supply count in a decimal number
Some items in the inventory can look blurry and a low poly texture
UI in the vehicle or the turret can be hard to see
Composition holograms completely blind players when they are building structures with a shovel
FidelityFX Super Resolution reset after changing the Quality preset
Invisible supplies have active collisions with players and vehicles
Some players are unable to get out of the compartment of Ural-4320
Moving items in the inventory while using Arsenal will consume these items
Players with a controller cannot access the Debriefing screen
Players that die with the shovel equipped will see the composition holograms even without it
The supply amount in build mode does not update correctly
Players getting killed by GM are punished for suicide
Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server
Workaround: Delete entities in smaller batches
Players leaving GM on a populated server have a higher chance of being kicked from the server
Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.
Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.
Modded retextured uniforms fall back to their default color when an armored vest is equipped