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Operation Valor News

Patch Notes for November 1st 2023

[h2]November 1st Changelog[/h2] Adjustments

  • Adjusted matchmaking to be very fast given the current population of the game. This will need to be adjusted when we grow a little, but for now, queueing should happen within 60 seconds (usually ~45 seconds).
  • Adjusted match preparation time to start sooner so players are not waiting as long.
  • Adjusted the "buildable detected" feature from 60 seconds to 10 seconds. Enemy buildables will now disappear from the map after 10 seconds of you no longer have vision of the buildable. This is to help balance buildables being destroyed by mortars so easily and deconstructed so easily.
  • Adjusted all refill areas on all maps for vehicles
  • Adjusted the shovel digging sound so it can only be heard when very close (on screen). This was a riduculously large range (too large) and made it very easy to find people building.
  • Reworked AI prioritization - you should not see AI pull their syringe out as much anymore until they are directly near the person they are trying to revive. There are also many other small changes we made to make AI behave a little better.
  • Adjusted mortar for balance:
    • Deadzone changed from 50 to 35
    • Shooting range changed from 400 to 350
    • Shooting delay changed from 5 to 3 seconds
    • Projectile speed changed from 50 to 70
    • Heat speed changed from 0.4 to 0.3
    • Cool down speed changed from 0.34 to 0.26
    • Cool down after last shot changed from 6 to 8 seconds
    • Spawn mortar impact after 4 seconds
    • Adjusted size of mortar shell UI to display damage area correctly
Added

  • Added feature where AI will vault over buildables, we will slowly be adding areas around the map that AI can vault up and down, please let us know if you see specific areas where this can be added and we can add them! :)
  • Added feature where AI stand still for 1.5 seconds after being revived to help medics heal them
  • Added feature where AI will stand still when being healed by a medic
  • Added feature where AI (maximum 2 per team) will help construct friendly buildables or destroyed enemy buildables. AI will prioritize attacking enemies or objectives over constructing/deconstructing. AI will not construct a buildable that is being deconstructed by a teammate.
  • Players now get points from destroying a rally point
  • Added 15 second cooldown on rally point
  • Reduced the time duration the building would show on the map after being discovered from 60 seconds to 10 seconds to help with buildables being destroyed so quickly
Fixed

  • Fixed issue where AI would shoot at a target even if they could not hit the target
  • Fixed crash related to FOB
  • Fixed potential crash related to players changing teams
  • Fixed objective indicators for Black Foxes being inconsistent
  • Fixed issue with various colliders around the maps (more will be fixed in the next patch but please keep posting any weird issues around the maps!)
  • Fixed issue where AI were not aiming accurately at enemies at a large height difference (if you see areas where they miss a lot, please post in the bug report section of our discord!).
  • Fixed objective captured text not displaying properly when contested sometimes
  • Fixed capture points being collected when a player was downed
  • Fixed leaderboard not showing losses or deaths
  • Fixed leaderboard sorting (WLR and KDR are still not working yet)
  • Fixed building placement error priority

Large Patch + Saturday Play Session

This post will be very long but it's worth the read trust me!

[h2]Our Community[/h2]
Thank you so much again to our community. We know that we are small right now, but we have plans on how we will grow in the coming months. You early supporters mean the world to us. Thank you for believing in us. We hope to see you this Saturday for our Play Session!

We have added ways to find players in our Discord.
  • You can now add the "looking for group" (lfg) role to yourself so that you can be pinged when others are looking for players.
  • We added a regular "looking for group" channel as well.
  • We also added a locked Events channel so you can see when the next event is coming up (typically the devs will be playing every other Saturday starting at 12 PM PDT and staying on for several hours.
I want to highlight a few big changes coming to our game real quick before getting into the details:
  • Local Voice Chat ("C" Key by default) can now be heard by enemies within range, so be sure to talk to your enemies ;)
  • If there are no matches/servers active, a match/server will now be started even if just 1 player is in queue. That player will need to be in queue for at least 200 seconds.
  • The server will now start 120 after the first player spawns. When another player connects the time will go down to 90 seconds.
  • Added objective indicators around the player ring to better guide the player where to Attack (red arrow) and Defend (blue arrow)
[h2]Saturday Play Session[/h2]
We will be having another Play Session this Saturday, October 28th at 12 PM PDT // 3 PM EDT // 9 PM CEST. The play session will last about 6 hours and we will be streaming on our Twitch as usual while doing giveaways!

šŸ”° Operation Valor Twitch šŸ”°

[h2]October 26th Changelog[/h2] Added
  • Added killfeed icon to the sniper class.
  • Added objective indicators around the player ring to better guide the player where to Attack (red arrow) and Defend (blue arrow)
  • Added spaces to all setting names (thank you @JoelPlzNo)
  • Added UI to show default keybinds to move the map and changed default keybind to move map to Right Click. (Thank you @ebaw for bringing this up!)
  • It will now show "killed by world" when a player clicks Respawn.
  • Added new ways to earn points:
    • Ammo Refill (support)
    • Capturing Point
    • Spawning at buildable (squad leader)
    • Constructing
    • Deconstructing
    • Place buildable (squad leader)
    • Buildable damage
    • Destroy buildable
    • Refill vehicle
    • Construct buildable
  • If there are no matches/servers active, a match/server will now be started even if just 1 player is in queue. That player will need to be in queue for at least 200 seconds.
  • The server will now start 120 after the first player spawns. When another player connects the time will go down to 90 seconds.
  • Set default map / overview map keybinding to RIGHT CLICK for moving the map. (It is still bound to MIDDLE MOUSE for people playing before this patch. thank you @ebaw)
Fixed
  • Fixed an issue where respawn in the preparation phase would cost you tickets.
  • Fixed capture point lock symbols being inconsistent.
  • Fixed help text not showing when "Ground to uneven" when trying to build.
  • Fixed an issue with enemy player's badge/banner not showing in the kill card.
  • Fixed a bug where camera zooming in and out would not work if you tried to join a team after being in spectator.
  • Fixed a bug where you could not resupply your ammo if the value in the vehicle was exactly what you needed to resupply.
  • Fixed an issue on Stafburg where you could glitch through a building (thank you @mrparadox)
  • Fixed terrain issue on Sumersgate (thank you @just_that_classy)
  • Fixed issue where you could vault on top of the doorway in the tutorial (thank you @truedoom)
Balance
  • For the Sniper, made it less punishing to walk while sniping.
  • Adjusted Support Class LMG on both teams to be more inaccurate when standing and added more delay to fire after coming out of a run
  • Adjusted SMG on both teams to have accuracy be less punishing when moving
  • Decreased weapon switch time slightly for the SMG.
  • Increase radius between FOBs from 100 to 125 to prevent spamming of FOBs
[h2]Looking forward[/h2]
We will have a special announcement early next week. Beyond that, we will probably only have a small patch next week while we fully focus on getting community servers into the game. Again - there will probably only be a small patch next week, but rest assured we are working behind the scenes on community servers.

See you this Saturday at 12 PM PDT for our Play Session!

Patch Notes for October 20th 2023

  • Fixed replays not loading
  • Potentially fixed a crash that was occurring on Sumersgate
  • A fix for bots getting stuck on Kalinsk

Developer Streams, Patch, and More!



Thank you to everyone who played on the first day of our release!

If you haven't already be sure to leave us a Steam review as it really helps us out šŸ’›

We will be streaming later tonight on our twitch and streaming tomorrow (Saturday) at 12 PM PDT. We will be doing more giveaways during Saturday's stream!

The release yesterday went well with very few major issues. We are deploying a small patch later today with the following fixes:

  • Fixed replays not loading
  • Potentially fixed a crash that was occurring on Sumersgate
  • A fix for bots getting stuck on Kalinsk

Again thanks to all you awesome people who picked up the game! We are focused this next week on fixing any major bugs you report in our Discord and adding quality of life improvements!

We will see you later tonight and tomorrow (12 PM PDT) for our Developer streams!
šŸ”° Operation Valor Twitch šŸ”°

Operation Valor Releases Today!



We're excited to announce that Operation Valor's full release will be available on PC today!

Operation Valor is a tactical top-down PvPvE shooter that provides large-scale combat through base building and teamwork. This game is a cross between action-packed military gameplay and RTS-style mechanics. Players will fight across diverse battlefields with squad-based action in vehicles, or on foot. Prepare for an exciting battle utilizing strategy, logistics, and base building.

We will be doing a developer stream on Twitch today for a few hours during our release. We will be giving away copies of Operation Valor during the stream so tune in and ask questions!

šŸ”° Operation Valor Twitch šŸ”°

Operation Valor's full release will be available on PC today online at 12pm PDT / 9pm CEST!

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