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Fight or Flight News

Fight or Flight - 0.49 - Rewards, AI and Weapon Improvements

Gamemode; Increased XP to Silver reward to make skins easier to obtain
AI; Reworked targeting system for AI, AI will now no longer just aim for your head. Most AI will aim for your chest, this will change with bot skill level in future patches
Animations; Fixed up 3p Rifle and Pistol anims to line up more correctly with the characters aim, also added a small head movement when targeting
Weapons; Improved and fixed bugs with weapon breathing bob and weapon bob
Weapons; Weapons, Attachments, Player arms etc are all now at a fixed fov so they don't get stretched when using higher field of views
Weapons; Complete weapon position and attachment overhaul, including adding rails to guns that did not have them (ie ru74s)
Weapons; All irons Zero'd to 100m in a "center hold" position, ie the tip of the iron sight is where the bullet will land at 100m
Weapons; All scopes Zero'd to 100m at the center dot, all 4,6,8 marks on each scope is 400m,600m,800m etc
Weapons; AR15 and AK105 updated to correct scale, with new reload animations
Weapons; Fixed some impact effects and improved reworked all bullet ricochet and penetration settings
General; Further optimization for performance particulary around AI performance
General; Removed OpenXR plugins to help a bit with the newly released UEVR injector (not something i recommend at this point, but we will see...)

Pay attention to this one;! ;)
Weapons; 'SCAR-L' changed to be the correct 'SCAR-H' now called the MK17 like other games. Updated to use the correct 7.62mm ammo, with more damage , its now the most powerful gun in the game, have fun while it lasts because i think i will nerf it a bit next patch ;)

-note: some attachments don't suit certain weapons, for example the "micro dot" looks silly on some AR's and some Rifles. Ill work to improve this


Im pretty happy with a lot of these things like the weapons now :) My goals with the next patch will be to focus on reworking the buildings/houses, correcting the scale on the houses and populating everything with more props, larger areas, more buildings and hopefully redoing some of the larger POI's from scratch, and of course, continue to work on the AI.

I hope the new year has started well for everyone, enjoy and bring on 2024!~

-Gozu

Fight or Flight - 0.48 - Upscaler updates + Engine upgrade

Hey Team,

A small patch here but with some major technical features.
Firstly, the engine has been upgraded to Unreal Engine 4.27.2, this had to be done in order to get DLSS going.

I have implemented DLSS and XeSS upscaling to go along with FSR2.
These features only work correctly in DX12 mode, and will be disabled unless in DX12
(note: after you enable DX12 you must close and reopen the game)

It has been tested on AMD, Nvidia and Intel GPU's, please keep in mind the game will not run on an older intergrated card such as an Intel HD 4000. I have heard it does run on the Steam Deck though! Please read the required specs.
My recommendation is XeSS for non Nvidia cards, and DLSS for Nvidia cards.

Now that i have these major features out of the way i will start to focus on content, gameplay and AI features.

----FIX NOTES----
Weapons; Added more effective and efficient grenade path tracers
Weapons; Tweaked the vignette effect when aiming, this will now no longer happen with no scope, or with simple sights, it will only happen with actual zoomed scopes
Weapons; Fixed bug with flare when switching camera modes
Vehicles; Fixed incorrect wheel radius on Buggy and Golf cart, Fixed incorrect wheel position on Quad bike
Vehicles; Increased general stability on vehicles particularly while mid air, this should reduce the amount of the buggy looking crashes
Graphics; Improved how cube maps are handled with certain reflections on things like weapons, and dark area's of buildings looking greatly improved now
Loot; Improved performance for how loot objects are loaded
UI; Fixed HUD issues causing health bar to not come back on when health bar was set to auto-hide and weapon bar was set to always on
UI; Fixed but causing the map "mark" function to not work
UI; Added an extra "News" and "Guide" section to the menu to help people understand the gameplay
Player; Fixed small issue with indoor/outdoor detection to make it perform better
Gamemode; Vision mode defaulted back to on as some people where struggling to find monsters
Gamemode; Monsters increased to 4 per match
Gamemode; Default zombie rate increased to 4x, have also added an 8x option and increased the max zombie count
Gamemode; Increased initial zone speed to speed up the early stage of the game


I have also added a "FAQ" in the Forums with some small troubleshooting steps, if you are having issues starting the game.

Enjoy and have fun!
-Gozu

Fight or Flight - 0.47 - DirectX 12 and FSR2

Hey guys!

In this patch i have implemented both DirectX-12 and AMD's FSR 2.2 up-scaling tech. I highly recommend DX12 as this will in time become the default setting.
*note* FSR requires the use of DX12.

On my test systems i have noticed a 10-30% performance improvement with both features enabled and i suspect DX12 will improve performance quite nicely on lower end systems.
As soon as possible i will implement the new FSR 3 which will include frame generation to further boost frame rates.

If you have any issues with the DX12 or the FSR modes, please include your video card model and make in the bug report, thank you!

*Extra notes*
I understand that the UI in the Menu has become quite cluttered now, i will work to reduce this!
I also will be working to improve the smoothness when you are scoped in with a sniper rifle, as i do not feel this is currently up to par!


System; Added DX12 and FSR options in menu
Vehicle; Fixed vehicle reset function
Vehicle; Camera now moves back when in turbo to make it feel faster...
Environment; Made "night time" and "morning" times darker
Misc; Various collision fixes
Misc; Various UI tweaks

Remember "T" is the default button for your torch, if you are finding Night Time too dark, let me know...

Thanks to all the new players this week, it is nice to see new people discovering the game!

Cheers guys, and have fun.
-Gozu.

Fight or Flight - 0.46

Hey guys, just a small patch here to fix a few things and fix a multiplayer crash bug that was reported today.
Cheers!

Zombies/Monsters; Will no longer chase you if you go inside and close the door, they will hang around outside for a bit, then walk away.
Vehicles; Fixed bug causing you to exit the vehicle while entering if you accidentally double press the button.
Misc; Fixed bug with rebinding keys while in a match
Misc; Improved LOD transitions on foliage
Misc; Fix multiplayer crash bug

Fight or Flight - 0.40.9 - Hotfix

Small patch to fix some bugs i have found over the last few weeks :)

Level; Rework to some of the factory area
Level; Improvements to texturing in various area's along with optimization
Air Drop; Fixed bug where the airdrop vehicle would sometimes spawn in incorrect location on clients
Warm-up; Fixed bug with warm-up pawn not getting destroyed correctly at end of warm up
Vehicles; Increased Max Rpm of all vehicles, increased "weight" of buggy
UI; Fixed bug that let you change the minimum players required, then switch back to offline mode causing it to bug out
UI; Fixed bug that was causing game to sometimes report as "offline" when it was not, also improved this function and the one that gets your player name to work on all platforms not just Steam, also added fail-safes encase of Steam network congestion
Misc; Optimizations of textures and all AI functions

Cheers!
Enjoy the game!