Dev Brief #205 | Patch 17.1 Changelog | QOL Changes
- [p]Full HP on revive[/p]
- [p]Medic bandage speed is now 2s (this also applies to self bandaging)[/p]
- [p]Revive speed for all Forces has been reduced to 2s[/p]
- [p]Medic revive XP increased from 30 to 75[/p]
- [p]Being revived by Medic XP increased from 30 to 75[/p]
[/p][p]Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.[/p][p]
[/p][p]In Explore Mode, the player can:[/p]
- [p]Explore every section of the map[/p]
- [p]Play as any role[/p]
- [p]Use faction/role appropriate vehicles[/p]
- [p]Use faction appropriate artillery[/p]
- [p]Gain XP[/p]
- [p]Win/Lose Matches[/p]
- [p]Capture any Capture Points[/p]
- [p]Player movements are tracked in real-time[/p]
- [p]Players can be target locked regardless of faction[/p]
- [p]If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective[/p]
- [p]Destroying Garrisons: 100 XP[/p]
- [p]Destroying Forward Positions: 100 XP[/p]
- [p]Destroying Airheads: 150 XP[/p]
- [p]Destroying Outposts: 50 XP[/p]
- [p]Destroying Nodes: 100 XP[/p]
- [p]Dismantling Garrisons: 150 XP[/p]
- [p]Dismantling Forward Positions: 150 XP[/p]
- [p]Dismantling Airheads: 200 XP[/p]
- [p]Dismantling Nodes: 150 XP[/p]
- [p]Friendly Commanders/Officers can also dismantle friendly nodes[/p]
- [p]No other roles than those listed can dismantle friendly nodes[/p]
- [p]Ammo Depot[/p]
- [p]Repair Station[/p]
- [p]Sherman Jumbo 75mm (Heavy Tank)[/p]
- [p]Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)[/p]
- [p]Stuart (Light Tank)[/p]
- [p]M8 Greyhound (Recon Tank)[/p]
- [p]M3 Half-track (Half-track)[/p]
- [p]Willy’s Jeep (Jeep)[/p]
- [p]GMC Transport (Truck)[/p]
- [p]GMC Supply (Truck)[/p]
- [p]Ammo Depot[/p]
- [p]Repair Station[/p]
- [p]Panther (Heavy tank)[/p]
- [p]Tiger I (Heavy tank)[/p]
- [p]Panzer IV (Medium tank)[/p]
- [p]Luchs (Light tank)[/p]
- [p]Puma SD.KFZ. 234 (Recon tank)[/p]
- [p]SD.KFZ. 251 Half-track (Half-track)[/p]
- [p]Kubelwagen (Jeep)[/p]
- [p]Opel Blitz Transport (Truck)[/p]
- [p]Opel Blitz Supply (Truck)[/p]
- [p]Ammo Depot[/p]
- [p]Repair Station[/p]
- [p]IS-1 (Heavy tank)[/p]
- [p]T34_76 (Medium tank)[/p]
- [p]T70 (Light tank)[/p]
- [p]BA-10 (Recon tank)[/p]
- [p]M3 Half-track (Half-track)[/p]
- [p]GAZ-67 (Jeep)[/p]
- [p]ZiS 5 Transport (Truck)[/p]
- [p]ZiS 5 Supply (Truck)[/p]
- [p]Ammo Depot[/p]
- [p]Repair Station[/p]
- [p]Panther (Heavy tank)[/p]
- [p]Tiger I (Heavy tank)[/p]
- [p]Panzer IV (Medium tank)[/p]
- [p]Luchs (Light tank)[/p]
- [p]Puma SD.KFZ. 234 (Recon tank)[/p]
- [p]SD.KFZ. 251 Half-track (Half-track)[/p]
- [p]Kubelwagen (Jeep)[/p]
- [p]Opel Blitz Transport (Truck)[/p]
- [p]Opel Blitz Supply (Truck)[/p]
- [p]LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs[/p]
- [p]The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance[/p]
- [p]As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality[/p]
- [p]The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:[/p]
- [p](Admin Cam) The UI element from Admin Cam is not assigned while having a controller plugged[/p]
- [p](Practice range) The loading screens for the practice range don't have fully visible characters when playing on a Ultrawide (21:9) resolution[/p]
- [p]The M1943 Winter Uniform is missing for US Automatic Rifleman[/p]
- [p]Skirmish Map Objective text appears very small[/p]
- [p]Freelook options are not translated in any language[/p]
- [p]The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role[/p]
- [p]EGS - Achievements give the incorrect amount of XP upon unlocking[/p]
- [p]The queue position is not longer shown when a player enters or leaves[/p]
- [p]MG's camera movement reduced or locked on bipod deployment and clipping through terrain[/p]
- [p]Bottom left UI click targets are not centered with the rest of the UI on ultrawide's & super ultrawide's.[/p]
- [p]Loading screen's for the Practice Range on super ultrawide are cut off incorrectly.[/p]
- [p]The 'Leave Queue' text is not localized in any of the supported languages.[/p]
- [p]TPP flamethrower's range does not match its fire stream VFX[/p]
- [p]Freelook will remain active after the user returns to the game from Alt+Tab[/p]
- [p]VOIP input is interrupted after death on keyboard.[/p]
- [p](Practice Range) (RUS) Poor blending between snow texture and environment[/p]
- [p](F6) Invisible wall present on Sainte-Mere-Eglise in sector F6[/p]
- [p](B5) Road asset in sector B5 is visibly misaligned[/p]
- [p]Trees present extended collision across the map[/p]
- [p]Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants[/p]
- [p](F3) LOD issues can be observed when looking at a house from 250m distance[/p]
- [p](F1) Floating grass and plants in F1 sector on Kharkov[/p]
- [p](F1) Assets are misaligned from terrain in Soviet HQ #02[/p]
- [p](E6) Debris mound has incorrect collision and textures[/p]
- [p](H10) Misaligned terrain near German HQ#3[/p]
- [p]A gap in the horizon is visible when looking through the binoculars[/p]
- [p](F4) Shack building appears to be missing on tactical map[/p]
- [p]Building roofs change texture at a short distance[/p]
- [p](D7) Roof changes appearance at a certain distance[/p]
- [p](D1) Barrel assets present stretched textures[/p]
- [p](F2) Tree collision extends too far[/p]
- [p](D10) Snow misaligned with the ground has no player collision[/p]
- [p]Floating chest at German HQ #03[/p]
- [p](D6) Misaligned snow asset on oil tank[/p]
- [p](D2)(E2) Extended collision on broken stone fence sections[/p]
- [p](16.0)(EBR) Small barn asset presents LOD issue from around 15m across the map[/p]
- [p](C3) Snow bank laid along a trench is floating and the user can see through it.[/p]
- [p](C9) Tree presents extended collision[/p]
- [p](G6) Fallen tree moves and overlaps with the ground texture[/p]
- [p](E10) Snow asset is misaligned with the ground[/p]
- [p](E6) Floating tree asset[/p]
- [p](C4) Floating assets near the road[/p]
- [p](H3) Visual gap in trench wall texture[/p]
- [p](H1) Partially missing collision on snow pile.[/p]
- [p](G4) Slightly floating tree is present.[/p]
- [p](C7) Couple of floating trees.[/p]
- [p](E8) There is a well that the user can see doesn't connect to anything in the ground.[/p]
- [p](E8) Missing polygon face on a snow mound by a farm house.[/p]
- [p](E8) The user can see underneath a part of the road at a farmstead.[/p]
- [p](E10) Backface polygon is missing on a couple of small roadside snow mounds.[/p]
- [p](G9) Slightly floating boxes on pallets.[/p]
- [p](F9) The user can slightly see underneath one of the shell holes in this field.[/p]
- [p](F9) The user can see underneath a few snow mounds.[/p]
- [p](D9) Floating snow pile misaligned with the ground.[/p]
- [p](G9) The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP[/p]
- [p](H2) Floating pair of tweezers[/p]
- [p](F9) Sandbags floating.[/p]
- [p]HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.[/p]
- [p](G5) Barbed wire does not render past properly 80 meters[/p]
- [p](J5) Large gap in the map next to German HQ Spawn #2[/p]
- [p](G8) Destroyed building has pink edges around windows[/p]
- [p]Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags[/p]
- [p](G6) Visible gap in the floor of a building[/p]
- [p](A3) Rock asset is missing a face[/p]
- [p](B3) Misaligned rock asset is present in sector B3[/p]
- [p](F8) Visibly misaligned terrain near mud-pile.[/p]
- [p](E5) Visible seam on the road.[/p]
- [p](D4) Road spline is visibly misaligned.[/p]
- [p](A3) Multiple assets are floating[/p]
- [p](G8) Reinforced concrete wall near the sea has extended collision[/p]
- [p](F3) Misaligned grass asset[/p]
- [p](C6) A rock asset is misaligned[/p]
- [p](A5) Misaligned rock asset[/p]
- [p](J5) Misaligned grass asset[/p]
- [p](H5) Two destroyed tanks present stretched textures[/p]
- [p](C5) Floating palm trees[/p]
- [p](B7) Misaligned rock asset is present on a cliff.[/p]
- [p](C4) Grass clipping with a building's floor[/p]
- [p](F7) Grass clipping with a building's floor[/p]
- [p](B4) Visible seam in a road[/p]
- [p](C7) Misaligned rock asset is present on a cliff.[/p]
- [p](D4) Floating palm tree asset[/p]
- [p](C7) The bottom of a sandbag is see-through.[/p]
- [p](C4) Rock asset missing faces[/p]
- [p](E5) Rock asset has extended player collision[/p]
- [p](C3) Rock asset missing a poly face.[/p]
- [p](A4) Visible seam at the left edge of the Tobruk map[/p]
- [p](B8) Small section has collision issue[/p]
- [p](F4) Misaligned stone asset is present in sector F4 of the Tobruk map[/p]
- [p](E7) Visible seam present South-West Church Grounds CP[/p]
- [p](A4) A plane is marked on the tac map despite not being present in the environment[/p]
- [p](F8) Visible seam present on the road[/p]
- [p](C7) See-through cliff terrain is present in sector C7 of the Tobruk map[/p]
- [p](B7) See-through cliff terrain is present in sector B7 of the Tobruk map[/p]
- [p](E3) Misaligned terrain is present on a cliff in sector E3 of the Tobruk map[/p]
- [p](F6) Sandbags under bridge are clipping with the ground[/p]
- [p](E7) Visible seam is present on the ground.[/p]
- [p](E7) Visible seams are present on the ground[/p]
- [p](E5) A seam is present on the ground.[/p]
- [p](D6) LOD issue present on the shadow of the barrel[/p]
- [p](B3/B4) Gaps remain beneath the road[/p]
- [p](A8) Sandbags are floating[/p]
- [p](E7) Extended collision on church window[/p]
- [p](B4) Floating bush in the sector[/p]
- [p](C3) Visible seam between Dev Sectors A2 and B2[/p]
- [p](A5) The road is misaligned with the ground in sector A5[/p]
- [p](A6) Small rock has missing meshes on one face[/p]
- [p](F5) (F6) The lighting of the lamp inside the house presents LOD issue[/p]
- [p](I3) Road spline floating above ground[/p]
- [p](H5) A visible seam in the terrain can be observed in sector H5[/p]
- [p](J3) Truck asset is clipping with the ground.[/p]
- [p](C3) A few assets are clipping with the ground.[/p]
- [p](B4) Small rock formation is misaligned with terrain[/p]
- [p](B4) Grass asset is floating, clipping with a tree.[/p]
- [p](D7) Multiple assets next to a wall are floating[/p]
- [p](A6) Wheelbarrow slightly floating[/p]
- [p](D7) Box asset can be observed floating[/p]
- [p](A3) Floating crates near the German HQ 1[/p]
- [p](B4) A specific barrel is clipping with a wall in sector B4[/p]
- [p](G8) Pile of boxes asset has collision issue[/p]
- [p](J7) Sandbag assets clip through a building[/p]
- [p](D7) Stone assets next to a wall are floating[/p]
- [p](A7) Sandbag wall clipping north of German HQ 3[/p]
- [p](D5) Foliage is present inside a house[/p]
- [p](D7) Sandbags assets are clipping into a building[/p]
- [p](B5) Floating box pallet near Guard Room[/p]
- [p](C3)A wooden crate is floating above the ground in sector C3[/p]
- [p](H8) There are sandbag assets clipping with window frames[/p]
- [p](D6) Visible seam on the ceiling inside a house[/p]
- [p](D7) Visible seam present on a ceiling[/p]
- [p](A6)(B6) Multiple wood piles clipping through fence and terrain[/p]
- [p](E3) Box asset is clipping with the ground[/p]
- [p](D6) Player clips through floor while deploying MG inside house in D6[/p]
- [p]Missing Decals on staircase from the watch tower asset[/p]
- [p]Sand VFX can form a checkered pattern on user's screen when observed along jagged building edges.[/p]
- [p](17.0) (TOB) (I3) Distant LODs of a tower asset are corrupted.[/p]
- [p](E8) Sandbags clipping into a house wall slightly.[/p]
- [p]Crates nearby the docks have low shadow LOD[/p]
- [p]Barrel assets across the map have low shadow LOD[/p]
- [p](D6) Sandbag clipping into the cement walkway.[/p]
- [p](B6) Two floating tent pegs.[/p]
- [p](J6) Part of the trench in the area appears low poly[/p]
- [p](A6) Terrain layer & asset clipping.[/p]
- [p](J6) The edges of the trench in the area has low poly textures[/p]
- [p](D5) Terrain bump present.[/p]
- [p](F7) There are power cable poles with no connections to houses in the area giving them no purpose[/p]
- [p](J5) The user can see the road leading out of the map floating.[/p]
- [p](F8) Seam is visible on the sea wall top texture.[/p]
- [p](D6) Few building assets are slightly floating in a few places.[/p]
- [p]Allied Ammo, Vehicle & Fuel depot BPs have German set dressing[/p]
- [p](E6) A building's interior has multiple texture seams in it[/p]
- [p](I4) The trench in the area has blending issues with surrounding environment[/p]
- [p]Multiple places with misaligned terrain are present on the right edge of the Tobruk map[/p]
- [p]Jagged occlusion on Tobruk around various assets during sandstorm[/p]
- [p](D6) Stone asset is floating above the ground surface[/p]
- [p](F5) There is a visible seam in the middle of the map[/p]
- [p](F8) The door frame is flickering in sector F8[/p]
- [p](F8) A part of the wall presents missing player collision[/p]
- [p](J5) Misaligned terrain is present near a trench.[/p]
- [p](J5) Misaligned rock asset is present on a small cliff.[/p]
- [p](J5) Visible seam on the road.[/p]
- [p](A5) Fuel Can is clipping through the tent.[/p]
- [p](I8) Small rock asset does not have player or bullet collision[/p]
- [p](H8) Rock asset does not have player or bullet collision[/p]
- [p](A5) A small gap is present in a rock.[/p]
- [p](A4) Floating bush present in sector A4[/p]
- [p]There is a seam that the user can see between sectors F&E.[/p]
- [p]Barrel stack has an incorrect texture[/p]
- [p](D5) Invisible collision on wooden planks[/p]
- [p]Start: 10am PST | 1m EST | 6pm BST[/p]
- [p]Map: FOY — snowy streets, narrow flanks, and brutal tank engagements[/p]
- [p]Watch live: RazBora's Twitch[/p]