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  3. Experimental Branch Update

Experimental Branch Update

Changes
  • Added new weapon, Piovra 92FU.
  • Original, intuitive style of pistol stabilization is back: no need to grip the pistol with your off-hand. Just hold your off-hand against your main hand in a natural way to drastically reduce recoil, off-hand no longer affects aiming direction on pistols.
  • Added holographic sight on Specter .45ACP.
  • Slightly reduced recoil on Specter .45ACP.
  • New reloading sounds for Schramm G40.
  • Added sounds for holstering and unholstering weapons.
  • New sounds for reaching into the ammo pouch and for grabbing an item from it.
  • Material updated on Hollington 570 shotgun.
  • Adjusted enemy physical reactions.
  • Enemies will fall from stabbing or punching damage to the groin.
  • Heavy melee weapons will now cause a fall-down from lighter strikes to the legs and groin.
  • Added more blood splatter, and increased its visibility.


Raid
  • Raid maps 4 and 5 are back with updated layouts and visual overhaul.
  • Melee enemies will continue to chase you rather than remaining in their patrol zone.
  • Raid enemy awareness grunt sound can now be heard from further away due to new attenuation settings.
  • Enemy awareness distances adjusted so that enemies can see further.
  • Melee patrol behavior adjusted for more stealth kill potential, melee patrollers will now wait at their patrol point approximately 45 seconds before moving to the next point.
  • Outdoor compound shooters are back, once inside a compound, they will continue to come after you until the compound has been cleared.
  • Wind sound volume lowered.
  • Trees adjusted for performance and visual breakup.


Fixes
  • Fixed Schramm G40 from ejecting tiny shells.
  • Fixed bug preventing certain enemy physical reactions from happening
  • Fixed bug causing blood decals to disappear abruptly and not obey max ragdoll time option.
  • Fixed collision on one of the Raid buildings which prevented the player from going upstairs.
  • Fixed bug causing some enemies inside buildings to be unable to move.