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Build Update #056: V1035 Hotfix #2

Here we are with another V1035 hotfix straight out of the oven.

The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.

We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.


Patch notes


[h2]General and gameplay[/h2]
  • Improved controller input logic:

    • Fixed Ctrl, Alt and Cmd modifiers being swapped around
    • Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
    • Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
    • Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
  • Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
  • Some general bug-fixes relating to characters dying

[h2]Maps[/h2]
  • City: patched some holes in the vault walls, and removed old UE4 default navmesh
  • Compound: fixed a railing that could not be shot through
  • Creek: blocked off edge of the map to stop players vaulting over the boundary
  • Depot: increased draw distances of many large props, vehicles, rocks and containers
  • Power Station: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
  • Small Town: Fixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances

[h2]Inventory[/h2]
  • Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
  • Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
  • Updated OCP substitute/attachment skin priorities (tans first, greens later)

[h2]UI[/h2]
  • Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
  • Updated Server Browser list columns:

    • Tweaked column widths to fit longer map/mission names
    • Improved alignments and clipping behaviors to prevent text overflow issues
    • Changed Server is empty. string to No players. to save space and prevent clipping
  • Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
  • Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
  • Build names should now correctly display the abbreviated names for belts

[h2]Audio[/h2]
  • Fixed LVAW missing mechanical audio layer
  • Tweaked some voice lines
  • Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
  • Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
  • Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
  • Conversion settings updated for further optimization and to convert some stereo sounds to mono

[h2]Modding[/h2]
  • Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
  • Updated MK23 test mod to use mod-specific gameplay tags
  • Updated firearm customization screen to support numbered sockets for InvItem.Socket logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
  • Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
  • Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
  • Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
  • Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)

[h2]AI[/h2]
  • Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
  • Reduced chance of retreat with smoke grenade occuring
  • Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
  • Miscellaneous AI bug fixes

[h2]Visuals[/h2]
  • SUV and pickup truck: disabled affect translucent lighting on the spotlights
  • Updated Field Jacket assets to improve rolled sleeve effect (faded camo)
  • Updated Plate Carrier (MPC) assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
  • Color-corrected Battle Belt skins (AOR-1 and OCP) to darken excessively bright tan areas
  • Hooked up missing muzzle effects for AS Val / VSS Vintorez family

[h2]Known issues (new to this release)[/h2]
  • Both the MK24 CAP and M1911A1 pistols are temporarily missing suppressor sockets


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Enjoy the weekend, folks!