1. Operation: Harsh Doorstop
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  3. Update v0.14.0.0 Changelog

Update v0.14.0.0 Changelog

[h2]Animations[/h2]
  • Unarmed Animations added
  • New Vehicle Poses for Passengers
  • MG Recoil Increased
  • Mounted Recoil Decreased Significantly
  • Passive Wall Mounting Reduced by 25%
  • Non-bipoded weapons have their recoil reduced by 50%, while bipoded weapons have their recoil reduced by 85%
  • All Weapons Except Machine Guns can benefit from passive mounting, and receive a 25% reduction in recoil

[h2]Audio[/h2]
  • Rework of all weapon sound cues
  • All weapons received new sounds
  • Ambient sounds added to several maps

[h2]Core[/h2]
  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Vehicles

[h2]Core Art[/h2]
  • Made new Desert buildings, better optimized and more detailed than older versions
  • Optimized WW2 buildings, fewer material slots, reduced draw calls
  • Added impact decals to explosion effects
  • Created new Normandy Foliage assets
  • Assortment of "Buildable" meshes created for the construction system
  • Fixed class icon in Squad Member Listing widget getting squished due to padding enforced around it

[h2]Characters[/h2]
  • Character LOD optimizations
  • Reworked equipment on characters
  • Retextured all characters and gear
  • Optimized materials, and weight paint for animations to reduce mesh stretching
  • Added Cold War Woodland Camo US Faction
  • Added new 1P Arms
  • Added additional skeletal meshes to WW1 Factions

[h2]Cleanup[/h2]
  • Migrated all assets from the Operation folders to HDAssets
  • Renamed several assets for consistency

[h2]Credits[/h2]
  • Added Developer and Contributor names from the past year

[h2]Gameplay[/h2]
  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Enabled the ability for bots to deploy from buildables that provide a spawn point (i.e. rally points and outposts from the Construction system)
  • Optimizations to character suppression volume
  • Fixed issue with hit reactions that resulted in players getting noticeably suppressed by friendly fire

[h2]Lighting[/h2]
  • Sky Textures downscaled to reduce texture memory
  • Dynamic shadows reduced for performance

[h2]Main Menu[/h2]
  • New background scenes have been created
  • New soundtrack added to main menu

[h2]Maps[/h2]
  • Spawn Protection Volumes added to all main base and spawn flags
  • Vehicle spawners added to all maps
  • Flag layouts adjusted for vehicles
  • More neutral and no spawnable flags placed for all maps
  • Skirmish maps made for all maps
  • HLODs baked on larger maps to help reduce tri count, draw calls, and texture memory

[h2]Khafji[/h2]
  • Complete overhaul
  • Buildings replaced, and small details added
  • Small details and set dressing added

[h2]Risala[/h2]
  • All buildings swapped out with updated versions
  • Terrain, foliage, and prop optimizations

[h2]Argonne[/h2]
  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks

[h2]Montecassino[/h2]

  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks
  • Castle meshes optimized to reduce draw calls and texture memory

[h2]Lam Dong[/h2]
  • Optimizations and foliage improvements
  • Lighting improvements
  • Distant Terrain and Foliage added

[h2]Jaziira[/h2]
  • Buildings swapped out with new versions
  • Terrain adjustments and optimizations
  • Prop placement and optimizations to collision

[h2]Al Dhakir[/h2]
  • New modder-donated map made by Putridi

[h2]Carentan[/h2]
  • DLC map now included in the base game
  • Terrain improvements
  • New Foliage Assets
  • Lighting and Shadow Optimizations

[h2]Omaha Beach[/h2]
  • DLC map now included in the base game
  • Terrain, Foliage, and Mesh Improvements

[h2]Saint Quentin[/h2]
  • DLC map now included in the base game
  • Terrain improvements, Distant terrain added
  • Trench lines reworked
  • New Foliage Assets
  • Lighting and Shadow Optimizations

[h2]Tan Binh[/h2]
  • DLC map now included in the base game
  • Foliage additions
  • Tunnels added
  • Prop placement, scorched earth areas added
  • New Lighting Level added

[h2]Multiplayer[/h2]
  • Increased net relevancy range of grenade and rocket projectiles (they now match relevancy range of player characters)
  • Minor reduction in the bandwidth usage of weapon RPCs
  • Fixed issue where hard pivots in the direction of movement while sprinting resulted in excessive rubberbanding
  • Additional security improvements and enhancements

[h2]Vehicles[/h2]
  • Logistic and Transport Vehicles Added:
  • 1917 Matchless Motorcycle
  • FMTV, GAZ66
  • GER Lorry
  • GER Opel Blitz
  • GMC CCW, Humvee
  • IMV Rhino
  • KAMAZ
  • Kubelwagon
  • Liberty
  • M35
  • M923
  • M939
  • USArmy Motorcycle
  • MRAP Catamount
  • MRAP Oshkosh
  • MRAP Ural Typhoon
  • MT
  • Pickup 85'
  • Technical
  • UAZ
  • UAZ Hunter
  • Willy's Jeep
  • ZIL Cargo
  • Many more vehicles to come!

[h2]SDK[/h2]
  • Prevented mods from being packaged in the editor if there is any build in progress (lighting, navigation, etc) and present a warning to the user
  • Minor updates to layout of Upload Mod window which includes multiline item descriptions as well as enlarged, word-wrapped Description & Changenote text boxes
  • Don't overwrite title, description, preview image, etc of a workshop item if they are left blank when publishing a mod
  • Remember selected mod plugin as a user preference when Upload Mod window closes
  • Re-enable Git, Perforce, and Subversion source control plugins that were previously disabled by the project
  • Default navmesh generation method changed from 'Static' to 'Dynamic Modifiers Only' in order to allow for AI navigation around buildables and other dynamic objects
  • Expose tank track lock/unlock functionality to BPs
  • Add BP write access to "ADS Fire Only" and "Can Aim While Equipped" weapon flags
  • Expose skeletal mesh component PredictedLODLevel value to BPs via the 'GetAnimLODLevel' (anim instance) and 'GetMeshLODLevel' (mesh component) BP statics
  • Expose to BPs the ability to override the navigation export behavior of SM, ISM components (i.e. export as dynamic obstacle, Area Class overrides)

[h2]VFX[/h2]
  • New Projectile Effects added
  • New Grenade and AT Explosion Effects added

[h2]Weapons[/h2]
  • New Weapons Added:
  • 9A91
  • AK74M
  • AK74W 1P87
  • AKS74U
  • AUGA1
  • CAR15
  • G3A3
  • Gewehr 43
  • Gewehr 98
  • HK417 with G33 Magnifier
  • M1 Garand with M84 Scope
  • M1A Woodstock
  • M14 with Redfield Scope
  • M1903A3 with M73 Scope
  • M1917
  • M24
  • M240B
  • M249
  • MAT49
  • MDR .308
  • MG34
  • Mosin Nagant
  • OSV96
  • Stoner63
  • VSK94
  • Several weapons were retextured and details added