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CHANGELOG 1.17.2 – HERO CONTROLS UPDATE

UPDATE 1.17.2 – HERO CONTROLS UPDATE

[h2]HERO CONTROLS CHANGES[/h2]
[h3]Sprinting[/h3]You are now able to sprint indefinitely. While sprinting your fatigue will increase at a constant rate until it reaches the maximum. Being fatigued affects your weapon sway. The amount of sway is weapon dependent.

Sprinting at maximum fatigue levels will max out your weapon sway as well, but has no other penalty besides that. A red reticle near your fatigue bar shows up to notify you when sway is severely affected. Simply walking or standing still will reduce fatigue - and thereby sway. The speed at which fatigue reduces can be affected with certain combat badges.

The general rule of thumb is the heavier a weapon is the more sway you get. This list is sorted from heaviest weapon type to lightest:
  • Anti-Tank Rifles and Light Machine Guns
  • Anti-Tank Weapons (Excluding Anti-Tank Rifles)
  • Semi-Automatic Rifles and Bolt Action Rifles
  • Carabines
  • Handgrenades
  • Submachine Guns
  • Handguns


[h3]To accommodate these changes we have updated two badges:[/h3]
  • First Blood Badge will now increase your fatigue recover by 100%
  • Marathon Man Badge will now increase your fatigue recover by 300%

[h3]Other Hero Controls Changes[/h3]
  • Crouch movement has changed. When crouched you will now run at a much higher speed
  • Going prone speed has been increased
  • Prone movement speed has been increased by 30%
  • Increased speed of bikes when pressing the sprint button
  • Running movement speed has been decreased slightly to accommodate infinite sprint
  • Added camera bob when sprinting
  • New breathing sound when fatigued

[h2]DIRECTIONAL SOUNDS TWEAKS[/h2]
  • Tweaked Directional sound to greatly improve perceived direction of sounds, especially guns.

[h2]NEW HOUSE VARIANTS[/h2]
  • Added new house variants to replace some of the old models on all maps.

[h2]IMPROVED IMPACT DECALS[/h2]
  • Steel impacts now have different decals depending on if the shot penetrated, is blocked or ricocheted.
  • HE shots from tanks will leave a different mark
  • Tank Guns will leave new decals on different material
  • The new decals have a parallax effect which gives a subtle illusion of depth

[h2]TERRAIN AND MAP FIXES[/h2]
[h3]Mountain Town[/h3]
  • Fixed a gap between ground and dirt-segment at the railroad track Between O1 and O2
  • Fixed several hovering props at the eastern entrance of O1

[h3]Tank Factory[/h3]
  • Reopned the tunnel near Capture Point A3

[h3]Hill 60[/h3]
  • Fixed floating barbed wire and sandbangs at O1

[h3]Airfield[/h3]
  • Removed a rock blocking the half of the bridge between B1 and B2

[h3]Town[/h3]
  • Fixed hovering water at the riverbed

[h3]Lunéville (Specialist Battle Map)[/h3]
  • Made all wooden fences destructible

[h3]Khutor[/h3]
  • Flattened roads across the map to prevent vehicle flips
  • Flattened terrain close to the road connecting O2 to O3
  • Added collision for bullets on the poles of the Bridge

[h3]Krepost[/h3]
  • Fixed several stretched textures on the Fortress’ wall
  • Tightened the collision when prone close to the dead horse
  • Removed several spots where players could get stuck

[h2]OTHER CHANGES[/h2]
  • Several crash fixes
  • Progression screen will only be shown when a player levels up
  • GE Tanker Goggles strap loosened up at the rear
  • SU Combat Helmet Strap loosened up
  • SU Combat Helmet Covered Strap loosened up
  • SU Tanker Helmet Scaled up around the chin area
  • SU Recon Cap made larger
  • Changed grenade throw trajectory to be more straight forward
  • New grenade throw animation
  • Added new effect on thrown grenades
  • Tweaked crawling animation


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