Cover image of 0.9.8.53 Update

Attention soldiers,

we're going to update the Steam and Xbox versions of the game. The game will be updated today, May 11th. This is a Major Update. There will be server downtime between 12:00 - 15:00 CET.

Beware! Mods can be dysfunctional after this update, check Modding Update 0.9.8 article for solutions.

In good news, this update is bringing Mines! And also an Improved Item Placement System, Flag Markers, and Performance Optimization. Watch the video below explaining these additions, or read the description.

Mines

Our game now features both American and Soviet mines to enhance your combat experience.

Improved Item Placement System

Improved item placement system: We've added a new preview feature that allows you to easily place items from your inventory into the environment. This system is customizable for other game mechanics, too!

Flag Markers

In addition to adding landmines, we've also introduced flag markers. These flags are commonly used by the military to indicate safe paths through minefields.

Performance Optimization

We understand that massive explosions can slow down your gameplay. That's why we've dedicated time to ensuring that a large number of explosions won't negatively impact your game's performance.


0.9.8.53 Changelog

Game

  • Added: Mines feature

  • Added: Gamecode support for per-projectile reloads for UGLs

  • Added: Lowering/raising the weapon in time crucial moments is now faster

  • Added: AI perception tracks occlusion (by smoke, trees) of each target aimpoint

  • Added: Engine controls for engine start/stop action

  • Added: Add dead character to the vicinity

  • Added: Flattening of grass under weapon at lower stances

  • Added: Add a way to preview worn model inside PreviewRenderAttributes

  • Added: Notification shown to all players of the given side when a service is built

  • Changed: Log files moved from the profile into separate directories with timestamps

  • Changed: Position of weapon from head now only uses y coord. And changed the default values to prevent long hands

  • Changed: Aim modifiers should apply aim modifiers locally even on remote proxies

  • Changed: Having a focused gadget in hand does not stop the character from sprinting, LMB while sprinting permanently hides the gadget, pressing R with a hidden gadget does not block reload

  • Changed: DamageManagerComponent memory optimizations

  • Changed: Better dynamic stance handling

  • Changed: Enabled Door type navlinks to be automatically opened by vehicles

  • Changed: Unified way in which AIs climb to match the way players climb

  • Changed: Replay part of character simulation split into multiple parts so it's possible to parallelize it and do additional processing

  • Changed: Allow the empty string to be set as a name, alias, or surname for character identity

  • Changed: Animation updates changed so triggering of animation events happens on the main thread

  • Changed: GameTriggerEntity queries will now use async results

  • Changed: Reworked navlink directions to be consistent. Jump navlinks have single unit traversal by default

  • Changed: Exposed used transceivers to VoN

  • Changed: Remote vehicles start with their physics off

  • Changed: Refactor of AI Movement

  • Changed: AI aiming deathzone

  • Changed: Aim input is not slowed when hands are far away from the body

  • Changed: Prone roll compensation is no longer unstable and frame dependent, but is also less precise

  • Changed: Player in building mode can no longer delete static guns with other players in them

  • Changed: Fixed character doing 360 spins in lowered locomotion when changing direction along with moving the mouse (as well as wrong feet blending in demi adjusted stance)

  • Changed: Optimize the activeness of entities

  • Tweaked: Procedural animation system optimization

  • Tweaked: Improved AI perception ambient light model

  • Tweaked: Stamina can be drained even while jogging now

  • Tweaked: AI perception: targets are now detected and identified not instantly but with delay. The delay depends on the target's amount of exposed aim points, size, stance, speed, illumination, and the observer's alertness

  • Tweaked: 2dmap - changed the default "vertical flip" option on the rasterization export

  • Tweaked: AI will not decide anymore to attack a target that is outside turret angular limits

  • Tweaked: 2DMap - Powerlines and Grid are only recalculated when the frame changes

  • Tweaked: 2DMap - Allow contour density set to 0 to hide specific portions

  • Tweaked: Improved AI visual perception if only one enemy body part is exposed

  • Tweaked: Don't animate door physics in the resource browser

  • Tweaked: The naming of some controller RPCs changed to meet our standards

  • Fixed: Overlapping HDR/SMAA PP priorities causing HDR to flicker and SMAA not to work

  • Fixed: Not simulating procedural animation on headless when not needed

  • Fixed: Moving a weapon from one inventory slot to another causes it to be dropped and bugged

  • Fixed: Character would rotate in random directions after exiting vehicles, sometimes also after climbing over objects

  • Fixed: Optimize moving operation in inventory

  • Fixed: Ragdoll's handpose of holding a weapon

  • Fixed: While reloading, the AI Weapon&Target selector didn't detect the left-hand magazine, thus AI thought it was out of ammo

  • Fixed: Character collision shape not set before changing stance.

  • Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity

  • Fixed: Stretched arms when aiming at horizontal limits.

  • Fixed: Issue when moving items from/to storage that is not streamed in

  • Fixed: Sprint is impossible while the weapon is raised

  • Fixed: First few car inputs are not used on the server when getting in.

  • Fixed: Switching weapons while reloading displays the magazine of the previous weapon on the new one

  • Fixed: Clone preview in CharacterInventoryStorageComponent was not going over all storage components for creating previews

  • Fixed: Don't enable an event on DestructibleEntity when it is not needed.

  • Fixed: Weapon can now be slung even if the character is inside a vehicle

  • Fixed: One hand aim modifier not updating properly on obstruction changes

  • Fixed: Character will not stop firing from the gun until he finishes the whole animation of getting into the vehicle

  • Fixed: Moved the height raycast in turrets back a bit to make the character not sit on sandbags

  • Fixed: RemoveEquipedWeaponTask now properly calls DropWeapon instead of trying to equip empty hands first. Fixes issue where Tab+X would teleport the weapon on the shoulder before dropping it on the ground

  • Fixed: Budgeting for stationary nodes with per connection streaming disabled

  • Fixed: PerceptionComponent wasn't able to perceive large targets at short distances if the target's origin is outside the view cone

  • Fixed: Character canceled aiming if the target was too close, thus aiming request was never finished and the AI character didn't fire

  • Fixed: Character reconnected from the driver seat can't control the vehicle properly and the physics of it break

  • Fixed: Activeness of attachments on weapons

  • Fixed: Weapon partial lower should now be synchronized again across all machines

  • Fixed: It was possible for event handlers to be skipped after an event was fired

  • Fixed: Replication for weapon inspection

  • Fixed: Magazine now dropped correctly when a character is shot during reload (BaseWeaponManagerComponent refactor)

  • Fixed: Animation graph attachments refresh on item removed not working

  • Fixed: Inspection should be canceled by user-input ADS toggle as desired

  • Fixed: Agents no longer overwalk when approaching doors sideways

  • Fixed: Character can trigger climbing instead of jumping when running up slight (around 15 degrees) slopes, leading to freelook activation, which is inconsistent from the player's POV

  • Fixed: Broken ragdoll replication

  • Fixed: Inspection state interpolation should no longer jitter at any intermediate value

  • Fixed: Saving your loadout does not save UGL grenades

  • Fixed: AI weapon selection was searching for InventoryStorageManagerComponent on the vehicle's compartment slot entity, not on the vehicle root entity

  • Fixed: several issues in AI character aiming:

    • spinning when the aim target is too much up/down relative to the current rotation

    • rotating backward when the aim target is closer than the weapon's muzzle

    • aiming up/down when the aim target is orthogonal to the left/right

  • Fixed: ADS does not disable lean anymore

  • Fixed: Sprint and toggle sprint buttons disable lean.

  • Fixed: AI shouldn't close doors after pass

  • Fixed: Iron sights moved when zeroing scope attachments

  • Fixed: Weapon obstruction is now updated during stance change too

  • Fixed: Flying magazines by taking them from the crate

  • Fixed: Explosions can now deal damage to slotted components

  • Fixed: Left hand IK wasn't affected by aim modifiers

  • Fixed: Edge case where a child removed from a streamed-in hierarchy would remain streamed-in even though it might be irrelevant

  • Fixed: Taking control of the character while inside the turret/vehicle would break the controls

  • Fixed: Weapon inspection will no longer allow leaning

  • Fixed: Muzzle smoke would vanish on the weapon switch

  • Fixed: Fix comparison between local and world space transform in ladders

  • Fixed: The volume validation in inventory wasn't taking into account the total volume of the item

  • Fixed: Obstruction will suppress ADS in certain cases as intended

  • Fixed: Melee attack should now properly cancel ADS

  • Fixed: Ik pose is now properly propagated to anim sys in PreviewAnimationComponent

  • Fixed: Order of operations changed to ensure the correct navmesh will be set before resorting to simple double-point path generation

  • Fixed: AI groups not using soldier navmesh after getting out of the vehicle

  • Fixed: 2DMap elements adjusted with terrain offset 

  • Fixed: AI invulnerability and player invulnerability no longer interfere with each other

  • Fixed: Group movement completion doesn't interrupt jump navigation links anymore.

  • Fixed: Add decal flag to shot decals

  • Fixed: Local driving assist mode synced to all machines as necessary

  • Fixed: Typo in naming VehicleAction_AssitanceMode -> VehicleAction_AssistanceMode

  • Fixed: Broken ADSHold and MP ADS replication. Also fixed ADSHold not being able to pause sprinting if triggered while sprinting

  • Fixed: Safety does not work on weapons that do not have it. Safety now stays engaged if switching to a lowered weapon

  • Fixed: Proper canceling of item actions by jump and stance change, code cleanup

  • Fixed: Improper removal from the spatial map while replication is shut down

  • Fixed: Magazines now go into inventory if a weapon is dropped during reload unexpectedly, instead of staying in the character's hand

  • Fixed: Manually loaded ammo does not appear on weapon storage in the inventory UI

  • Fixed: Actions were not taking their VisibilityRange into account

  • Fixed: AIs not following commander group and movement speed issues.

  • Fixed: Switching input when driving off with the reverse gear engaged

  • Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles)

  • Fixed: Hand additive IK attributes resulting in hand item duplication on preview widgets

  • Fixed: Muzzle flashlight could remain visible after the weapon was dropped

  • Fixed: TaskMoveInFormation no longer finishing unless aborted. When finishing movement and formation are shifted, set the direction of the group correctly

  • Fixed: The content of the blouse and trousers was not saved/loaded for player-saved loadouts

  • Fixed: TestAimModifier now yields the same sight picture as zeroing would

  • Fixed: Refactor of character heading angles and aiming angles.

  • Fixed: Added a move settings parameter to control the speed of interpolating slope for animations

  • Fixed: Turret animations height adjustment now does not change while on the turret. Sitting in a turret is supported. Added traces to prevent the character from clipping when aiming the turret left and right

  • Fixed: Condition for preventing deletion of player ignored child entities (e.g., turret inside of a composition)

  • Fixed: Player gets stuck in the tutorial because of the low rank to build a bunker

  • Fixed: Player character effects in Armavision (e.g., a black bar on faces) was not restored after closing Armavision and opening it again

  • Fixed: A building mode is removed when a player is in unconsciousness

  • Fixed: Smoke particles of smoke grenades weren't replicated for JIP players

  • Fixed: Server/Single player exit from occluded seat would get the character stuck

  • Fixed: HitzoneContainer - Damage for hitzones inside of slotted entities wasn't properly replicated

  • Fixed: Vehicles - A front right window of UAZ doesn't appear broken when hit zone reaches 0

  • Fixed: HitZoneContainerComponent hierarchy IDs are no longer done on the frame, it broke damage overtime calculations

  • Fixed: Disabled RPLcomponents on equipment box props causing ghost entities

  • Fixed: Item dimensions are now checked when replacing items

  • Fixed: Explosions not dealing damage to destructibles

  • Fixed: Services UI didn't support additional services

  • Fixed: Missing Faction in vehicle depot prefab

  • Fixed: Incorrectly shown notifications about disassembled services

  • Fixed: Issue with Tutorial where the player could respawn with a weapon

  • Fixed: Campaign/Freebuilding - Dead body can block vehicle deployment if it's dropped within the vehicle depot composition slot

  • Fixed: Wrong resource links in procedural animation projects

  • Fixed: Campaign - Vehicle ready message contains the name of a different vehicle than spawned

  • Fixed: Sometimes friendlies AI are detected as enemies

  • Removed: Unnecessary transform assignment when lerping is finished

  • Removed: Updating of weapon's surface signal from character

Modding

  • Added: Attachments Compatibility addon was merged into the base game

  • Added: Zeroing generator for rear-sight apertures (like M72)

  • Added: Exposed method for getting default magazine or projectile of a muzzle

  • Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle

  • Added: It's now possible to set the Z offset of the turret sidesteps raytrace for each turret compartment

  • Added: It's now possible to set the Z offset of the turret height adjustment raytrace for each turret compartment

  • Added: PerceptionComponent.GetUpdateInterval script function

  • Added: A method BaseMuzzleComponent::ClearChamber(int i) and fixed a bug that prevented loading an unchambered weapon if no magazines were available

  • Added: Added AttachmentSlotComponent::CanSetAttachment API

  • Added: API to directly set animation variables and to call animation commands.

  • Added: ApplyControls checkbox on BaseControllerComponent, ability to disable controls processing per controller

  • Added: PerceptionManager.RequestUpdateAllTargetsFactions scripted method for cases when faction friendliness changes dynamically 

  • Added: Enable/Disable property and script API for BaseProjectileEffect

  • Added: Extended system for sights zeroing generators

  • Added: Public API for occluder destruction

  • Added: EntitySlotInfo::IsEnabled function to the script

  • Added: Rotation and Fire functions into TurretController for scripters

  • Added: BaseTriggerComponent::GetProjectileEffects function

  • Added: Scripted Triggers can now run the default query before the script query

  • Added: DecalMaterial property that replaces the DecalMaterials array automatically copies data to the new property

  • Added: Exposed dynamic speed limits to attributes

  • Added: TurretComponent::GetAimingAngleExcess method. Also exposed it to the script

  • Added: SpawnDecalEffect class, this can be used to create decals at the projectile position

  • Added: Script API for reserved by on Compartment Slot

  • Added: VehicleProcAnimComponent that will replace CarProcAnimComponent

  • Added: WeaponAttachmentAttributes::GetAttachmentType function to the script

  • Added: Under barrel RIS attachments slots

  • Added: Two more magazine wells for 5.45x39 and 5.56x45 STANAG weapons which don't accept drum magazines

  • Tweaked: Inheritance of attachment classes so they work as intended

  • Tweaked: EyesSensor constants were exposed as properties

  • Tweaked: Modified BaseZeroingGenerator to cope with entities that have no muzzle

  • Changed: Bones provided in ProcAnimParams are now simple overrides of bones in the resource

  • Changed: Refactored ScriptApi FileHandle

  • Changed: Renamed boneIndices to boneSlotIndices to clarify the meaning

  • Changed: VehicleSignalType is now common for all vehicles

  • Changed: VoN SetCapture API returns if the capture state was changed

  • Changed: TimeAndWeatherManagerEntity: Exposed UpdateWeather method to manually update the weather

  • Changed: PlayerManager will always assign PlayerID=1 in SP scenarios

  • Changed: Rework some of the script API of BaseLoadoutManagerComponent and EquipedLoadoutStorageComponent

  • Changed: CharacterIdentity API for script

  • Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from a script

  • Fixed: Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in a clockwise direction (turning right = increase and vice versa)

  • Fixed: Invalid pointers to physics components on custom-made contact

  • Fixed: ScriptedDamageManager::OnDamage would get called even when a default hitzone is destroyed, and there would be no data for OnDamage

  • Fixed: OnActionStart script executed twice when beginning interaction

  • Fixed: Manager registration no longer interferes with unrelated worlds/edit mode

  • Fixed: OnCompartmentLeft was not called when switching seats in a vehicle

  • Fixed: OnProjectileShot event should now fire if the character is seated in a turret

  • Fixed: ComputeEffectiveDamage had a const inout parameter for both HitZones and DestructibleEntities. Because of it, the variable was read as 0

  • Fixed: InventorySearchPredicate would not work correctly if there is no definition

  • Fixed: PrettyJsonSaveContainer::SetIndent was not working correctly

  • Removed: DecalMaterials property (no longer used)

  • Removed: TurretComponent aiming limits

Scenario Framework

  • Added: New Actions (Delete and teleport entity, wait and execute, end scenario override screen)

  • Added: Serialization for scenarios created by ScenarioFramework

  • Added: Add Visualization content of Slots using selected asset prefab in World Editor

  • Added: Intel task map marker delay option

  • Tweaked: Faction inheritance for Areas, Layers, and Slots

  • Tweaked: Teleport action renamed to Set Entity Position and it utilizes getters to obtain entity rather than just the entity name

  • Tweaked: Task Defend tweaks, bug fixes, and improvements

  • Fixed: AI handling and waypoint bugs

  • Fixed: Spawnpoint was accidentally removed from the base sample world

  • Fixed: Task Defend test scenario LastStand had duplicate GUID

  • Fixed: Unknown keyword/data in slot prefabs and outdated class name of PlayerPenaltyComponent

  • Fixed: Task Defend samples got invalid faction values set

  • Fixed: Missing satellite texture for sample world

  • Fixed: Removed notnull from method parameter that was not supposed to be there

  • Fixed: Wrong condition and value -1 caused improper evaluation of Task Defend

  • Fixed: Getter returns a wrong entity

  • Fixed: Default values for new actions were wrongly set

  • Fixed: Passing the wrong entity caused by overlooking

  • Fixed: Tasks are not properly spawning after a restart

Xbox

  • Changed: Speed up & fix downloading on Xbox

  • Fixed: Input: virtual mouse on Xbox fix

  • Added: Enable BE headless client support

Stability

  • Changed: Added upper limit when computing offset to light cluster structure to avoid possible GPU crash

  • Fixed: BaseEventHandler leaks memory 

  • Fixed: SoundComponent - ECS Multithread crash upon activation 

  • Fixed: Crash when a vehicle is getting wrecked

  • Fixed: Crash in Anim Editor Properties

  • Fixed: Crash when addon loading fails

  • Fixed: Crash in colliders debug rendering

  • Fixed: Server crashes when unable to communicate with the backend

  • Fixed: WorldEditor: split spline crash fix

  • Fixed: Crash when closing ANM property grid

  • Fixed: Lack of setting could cause a crash

  • Fixed: Crash when upload fails

  • Fixed: Potential crash by providing incorrect geometry element ID

  • Fixed: Workshop crash when pausing and unpausing the download

  • Fixed: Workbench: WorldEditor: current tool & reload scripts crash fix

  • Fixed: Crash in graphical options when running on the adapter without outputs

  • Fixed: Possible crash when on a limit of debug shapes in navmesh debugging

  • Fixed: Possible crash in probe when trying to get volume info from the entity

  • Fixed: Workbench options crash when the path to the addon is too long

  • Fixed: Cinematic tool crashes when some user track script is missing

  • Fixed: World editor - Crash after reimport XOB

  • Fixed: Config editor - Crash after unsuccessful loading

  • Fixed: Clouds: Fixed 2 crashes when Atmosphere is not present in World, but Clouds are.

  • Fixed: Peak limiter SFX audio node crash

  • Fixed: JSON - Crash with certain script object/array inheritance and loading of data upon a such object

  • Fixed: Crash on quitting World Editor play mode while downloading

  • Fixed: Workbench - crash by setup physics settings

  • Fixed: GodRays: Fixed crash when generating thumbnail in Workbench

  • Fixed: Fixed crash when a connection is disconnected at the same time (same tick) as ownership was given or taken

  • Fixed: VectorEntityTool::OnActivate can crash WB upon opening the tool if the map contains a ShapeEntity with corrupted data

  • Fixed: Clouds: fix crash caused by clouds history (temporal buffer is null)

  • Fixed: Audio Editor - Selector crash upon loading a config file with ports that already exist, now gives an error instead and ignores the port

  • Fixed: Audio/ProcAnim Editor - Crash when trying to modify signal simulation values with no opened project, clearing the signal simulations window now upon no tab opened

  • Fixed: ScriptCompiler: protected method call crash

  • Fixed: Property grid - crash when a variable is missing in ancestor due to different class

  • Fixed: Crash when playing sound in the audio editor from non-Sound node

  • Fixed: Crash when playing .wav file via audio editor resource browser

  • Fixed: Material editor - Crash after changing material class of modded material

  • Fixed: Crash and layout issue in Mesh Preview "Colliders" page

  • Fixed: Ragdoll crashes when the bone index is invalid or the number of bones is zero.

  • Fixed: Crash in PlayerManager due to missing PlayerManagerNode

  • Fixed: Particles - Crash on vehicle explosion

  • Fixed: Crash when changing character ownership of pilot while there is no pilot compartment setup

  • Fixed: Crash on switching from turret to cargo compartment.

  • Fixed: Crash when entering copilot in a helicopter

  • Fixed: Group Movement crash for commanding when the commander disconnects.

  • Fixed: Crash when explosion effects (not explosion damage) would fail to spawn a prefab

  • Fixed: Crash when streaming in the vehicle which is destroyed

  • Fixed: Possible bit buffer crash if inspection state input action value is out of bounds

  • Fixed: Crash if a vehicle collides with the surface with null SurfaceProperties

  • Fixed: Possible crash on CharacterControllerComponent if used without a RplComponent

  • Fixed: Crash when changing zeroing and there are no sights anymore

  • Fixed: SwitchNextSights & SwitchPrevSights crash if there are no sights

  • Fixed: Crash in BaseRadioComponent when streaming it in (broken string sync)

  • Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object

  • Fixed: Crash when interrupting weapon switching

  • Fixed: Crash in vehicle destruction

  • Fixed: GenerateWindowsPrefabsTool's World Editor potential crash

  • Fixed: ScenarioFramework - Server crashes after finishing a combat ops mission

  • Fixed: Crash when attempting to save a mission without save struct defined.

  • Fixed: Crash in destruction from non-collision damage dealt asynchronously/from physics step

  • Fixed: Crash in destructibles

  • Fixed: Persistent loading widget in deploy menu for reconnecting a crashed client

  • Fixed: Crash in respawn handler

  • Fixed: Audio - Removed call queue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked

  • Fixed: Possible crash in respawn menu handler

  • Fixed: Another crash when computing a very small angle

  • Fixed: Assertion/crash during portal volume loading

  • Fixed: JSON - Crash during the processing of missing script object (non-intended Api use)

  • Fixed: Crash on game cleanup while backend communication with workshop is pending

  • Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager

  • Fixed: Possible crash in water caustic when the texture wasn't defined

  • Fixed: GPU crash when river mesh was not correctly added to underwater surface mesh rendering

  • Fixed: Crash on navmesh rebuild when entities got deleted before query and generation

  • Fixed: Crash where if a DestructibleEntity had less than 2 destruction phases it would crash

  • Fixed: Crash when reading ragdoll init data when there is no physics controller

  • Fixed: Crash when entering turret compartment without turret controller/component

  • Fixed: Crash when shooting a character

  • Fixed: Explosions - Crash when an entity would be destroyed by multiple explosions in the same frame

  • Fixed: Crash without BaseWeaponManagerComponent on a turret

  • Fixed: Passing unverified text as a format string to print, leading to crashes and errors when there are references to non-existent format string arguments

Audio

  • Added: Audio - SoundMap API to get basic map values at a certain position

  • Added: Audio - New callback to indicate when a SoundEvent has ended in CommunicationSoundComponent

  • Added: Audio - New sound event SOUND_BODYFALL_TERMINAL for terminal fall damage on character

  • Added: Frequency_Base config.

  • Changed: MusicManager - Added custom fading parameters on musicmanager when terminating sounds for interruption or forceplay

  • Changed: Audio - RadioBroadcast full rework to use MS instead of S, optimized entire networking part, way fewer calls over the network, and better synchronization

  • Changed: Audio - Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent

  • Changed: RadioBroadcastManager.et - Modified timings to correctly portray the new system using milliseconds instead of seconds

  • Changed: Update samples for inventory open/close

  • Changed: Update banks volumes for inventory open/close

  • Changed: Weapon reloads use a maximum 15-10 attenuation curve.

  • Changed: Custom curve for reloads.

  • Changed: LP frequency on exterior reverb

  • Changed: Direct VON less audible over distance

  • Changed: Audio - Removed unnecessary check in SpawnMusic causing it not to play on clients

  • Changed: Audio - SoundSource, BaseSoundComponent and AudioSystem destruction now supports custom FadeOut time

  • Changed: Audio - SoundEvents replaced with SoundEventTransform where necessary in scripts to support new activeness changes

  • Changed: Audio - Removed including inactive on UGL and Throw Base, should not be needed anymore due to activeness changes

  • Tweaked: Added weapon handgrab sounds when unequipping left-hand gadgets (via animation graph)

  • Tweaked: Added 100ms NoRepeat time to weapon handgrab sounds

  • Tweaked: Distance attenuation.

  • Tweaked: Hum loudness.

  • Tweaked: Distance attenuation.

  • Tweaked: Samples are a bit darker

  • Tweaked: Exterior reverb

  • Tweaked: Removed 40-35 curve

  • Tweaked: Sinking and leaking sounds

  • Tweaked: Distance attenuation curves

  • Tweaked: Exterior reverb reduced

  • Tweaked: Character attenuation curves

  • Tweaked: WaterEnter improvements added

  • Tweaked: Grenade collisions, unpin, throw use config for frequency weapon handling.

  • Fixed: Audio - SOUND_HIT changes to stop current SOUND_HIT from playing and restarting it after consciousness was set

  • Fixed: Multiple UI sounds being played in the Hotkey menu

  • Fixed: Radio static final mix routing.

  • Fixed: Audio - Activeness fix for WeaponSoundComponent to only assume weapon range if the weapon is active

  • Fixed: Audio - SoundComponent Activating/Deactivating causing an infinite loop in sound system

  • Removed: Audio - SOUND_WPN_TOUGL sound event

Backend, Workshop, Server Hosting

  • Added: Check of file size and resolution of uploaded images with addons

  • Added: Unlisted visibility option for addons

  • Added: SessionStorage Scheduler for periodic saves

  • Added: Configurable period of automatic player save "operating.playerSaveTime" in the server config

  • Added: ownerToken.bin file for dedicated servers (replacement for dedicatedServerId)

  • Changed: Server max player limit to 128 player

  • Changed: Server default player limit to 64 player

  • Changed: Use server name instead of dedicatedServerId in A2S_INFO Name (T171463)

  • Fixed: Addon delta patching when downloading updates

  • Fixed: Addon updates on Linux servers

  • Removed: dedicatedServerId from server config


Known Issues

  • 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.

  • Initiating PiP scope during weapon-switching animation results in the scope view being blacked out.

  • PiP scope turns black when switching between prone and crouched stance while aiming down sights (ADS).

  • Visual and audio effects of shooting might not be replicated for other players after picking up a dropped weapon.

  • Problems with looting dead bodies were encountered during testing and require investigation.

  • Players clip into the roof of a vehicle when exiting it if the server has low FPS.

  • In the event of a kick, the player returns to their previous character, potentially causing replication issues with shooting until they reconnect.

  • Base callsigns may be missing after reconnecting.

  • Issues with an inability to respawn at a specific base after death were encountered during testing and require investigation.

  • The spawn point of the radio operator may disappear from the deploy screen when they switch seats in vehicles.

  • Passengers in a vehicle may be invisible to other players after switching seats until they exit the vehicle.

  • Vehicle previews in the vehicle depot do not display properly while selecting a vehicle.

  • The game window briefly switches to full screen during loading screen transitions.

  • Attempting to unbind the "Rest Weapon" action in keybindings causes a crash.

  • The filter for modded entities in the Editor Entity browser is not functioning.

  • After enabling a previously disabled add-on, included missions are not displayed in the "Scenarios" tab until the game is restarted

  • Add-ons required for joining a modded server may be incorrectly displayed after opening the server browser for the first time after disconnecting

  • Modding: Community assets using TCModFuncs are not fully functional

  • Addon downloading gets sometimes stuck or fails when connecting to a server.

    • Addon download might get stuck if you try to download an older version of an addon you already have downloaded

  • If you are certain your download got stuck:

    • First try to restart the game and connect to the server again.

    • If it doesn't help, cancel the download/connection process.

    • Try to initiate the connection to the same server again → You will see a list of addons that need to be downloaded/updated → Those are likely the addons causing the problem.

    • Go to Workshop and find the addons from the previous step and delete them.

    • Restart the game and connect to the same server again. The download should finish successfully.

    • After vaulting weapon inspection is not available

    • Motor pools are missing interaction. Workaround is to just build a vehicle depot.



 

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