Dev Blog June (almost) 2025
[p]Hi everyone! [/p][p][/p][p]We’re a bit late on the June Dev blog (It was a busy month) but here it is! We launched into early access on June 3rd and since then we’ve released a few updates to fix bugs and improve stability. Thanks for all of your feedback and support! It has been a massive help in tracking down and fixing issues.
In the last patch notes we mentioned that we’re going to be taking some additional time between updates. Rest assured that we’re nowhere near done with Dagger Directive. Below you will find our roadmap so you can see what content we have planned. Today will also see a couple releases; a small patch to fix a couple issues from the last update, and the demo is back!
[/p][h2]Update 1.5.02[/h2][p][/p][p]Small update to fix two issues with the last update.[/p][p][/p][p]July 3, 2025 - V0.5.02 - Hot Fix[/p][p][/p][p]Known issues:[/p]
[/p][h2]Body Armor System[/h2][p]
Armor is an existing system but we’ve heard questions about it and wanted to clarify how it currently works. There are two types of body armor; Kevlar and plates. The players always have both plates and Kevlar while the enemy will have a mix. Each projectile has different properties that affect the outcome when hitting the different types of armor. Range, velocity, diameter, and mass is taken into account. Slower pistol rounds will be easily defeated by Kevlar, while rifle rounds will tear through it. Rifle rounds can be stopped by plates but have a chance to weaken the plate to the point where it becomes useless.
Feedback and a bit of gamification have been added in to make the outcome more clear and the feature a bit more forgiving/less random for the player. Impact effects look different when hitting armor, they appear grey or tan vs. the red blood effect you normally see. Armor is only on the chest so you may see both red and grey impact effects. This can happen if the bullet passes through the arm, or another body part, and impacts the chest behind it.
[/p][p]
[/p][p]* VFX scaled up for visibility[/p][p]
Gamification comes in with the chances. Each hit on armor will increase the chance that the next hit penetrates. This stops the true random effect of firing multiple shots into armor and getting very unlucky. A shot or two getting stopped by armor can be fun. Firing 10 shots, having all of them get stopped by armor, and then getting shot once and killed is not as much fun.[/p][p][/p][p][/p][h2]The demo is back![/h2][p][/p][p]
[/p][p]As promised, we’ve re-released the demo. If you or someone you know has been looking forward to the demo, now’s the time to try out Dagger Directive! It’s the same missions as the previous demo, just built off the latest live version and with multiplayer disabled.[/p][p][/p][p]Demo Link[/p][p][/p][p]Thanks![/p][p]- Dan
[/p]
In the last patch notes we mentioned that we’re going to be taking some additional time between updates. Rest assured that we’re nowhere near done with Dagger Directive. Below you will find our roadmap so you can see what content we have planned. Today will also see a couple releases; a small patch to fix a couple issues from the last update, and the demo is back!
[/p][h2]Update 1.5.02[/h2][p][/p][p]Small update to fix two issues with the last update.[/p][p][/p][p]July 3, 2025 - V0.5.02 - Hot Fix[/p][p][/p][p]Known issues:[/p]
- [p]Only the first 100 lobbies will appear in the server browser[/p]
- [p]Reloading issues with OICW[/p]
- [p]Fixed gunshots sometimes not playing when joining an in progress match[/p]
- [p]Fixed an incorrect offset that the gunshots were playing from[/p]
- [p]Increased how many sounds can play at once so sound shouldn't noticeably cut out in intense situations[/p]
- [p]Fixed an issue where loading and saving multiple times could compound an issue with objectives loading.
[/p]
Armor is an existing system but we’ve heard questions about it and wanted to clarify how it currently works. There are two types of body armor; Kevlar and plates. The players always have both plates and Kevlar while the enemy will have a mix. Each projectile has different properties that affect the outcome when hitting the different types of armor. Range, velocity, diameter, and mass is taken into account. Slower pistol rounds will be easily defeated by Kevlar, while rifle rounds will tear through it. Rifle rounds can be stopped by plates but have a chance to weaken the plate to the point where it becomes useless.
Feedback and a bit of gamification have been added in to make the outcome more clear and the feature a bit more forgiving/less random for the player. Impact effects look different when hitting armor, they appear grey or tan vs. the red blood effect you normally see. Armor is only on the chest so you may see both red and grey impact effects. This can happen if the bullet passes through the arm, or another body part, and impacts the chest behind it.
[/p][p]
Gamification comes in with the chances. Each hit on armor will increase the chance that the next hit penetrates. This stops the true random effect of firing multiple shots into armor and getting very unlucky. A shot or two getting stopped by armor can be fun. Firing 10 shots, having all of them get stopped by armor, and then getting shot once and killed is not as much fun.[/p][p][/p][p][/p][h2]The demo is back![/h2][p][/p][p]
[/p]