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Update notes via Steam Community
Here we are with another V1035 hotfix straight out of the oven.

The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.

We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.


Patch notes


General and gameplay

  • Improved controller input logic:
    • Fixed Ctrl, Alt and Cmd modifiers being swapped around
    • Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
    • Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
    • Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
  • Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
  • Some general bug-fixes relating to characters dying

Maps

  • City: patched some holes in the vault walls, and removed old UE4 default navmesh
  • Compound: fixed a railing that could not be shot through
  • Creek: blocked off edge of the map to stop players vaulting over the boundary
  • Depot: increased draw distances of many large props, vehicles, rocks and containers
  • Power Station: removed buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
  • Small Town: Fixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances

Inventory

  • Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
  • Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
  • Updated OCP substitute/attachment skin priorities (tans first, greens later)

UI

  • Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
  • Updated Server Browser list columns:
    • Tweaked column widths to fit longer map/mission names
    • Improved alignments and clipping behaviors to prevent text overflow issues
    • Changed Server is empty. string to No players. to save space and prevent clipping
  • Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
  • Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
  • Build names should now correctly display the abbreviated names for belts

Audio

  • Fixed LVAW missing mechanical audio layer
  • Tweaked some voice lines
  • Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
  • Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
  • Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
  • Conversion settings updated for further optimization and to convert some stereo sounds to mono

Modding

  • Added support for mod specific gameplay tags from .ini files (Mod Kit build to follow)
  • Updated MK23 test mod to use mod-specific gameplay tags
  • Updated firearm customization screen to support numbered sockets for InvItem.Socket logic (will allow easier time adding attachment interfaces like M-LOK or KeyMod — work in progress, may not be working fully)
  • Updated socket tag encode and decode logic (added support for multiple socket tags; added support for numbered tags)
  • Updated stack check on rail attachment class to only block red dots and iron sights from attaching to a non-optic rail (will allow support for red dots with rails to allow lasers etc. to be attached)
  • Updated sight components to add support for iron sight and front sight post to be on attachment together (allows for things like iron sights on top of older ACOG)
  • Made Server Browser always force mod sync, even if all required mods are installed (previously this did not take into account that some mods may need mounting and unmounting)

AI

  • Updated AI grenade actions; fixed AI freeze when killed during grenade throw bug
  • Reduced chance of retreat with smoke grenade occuring
  • Increased requirements for retreat to happen at all (increased minimum distance, and lowered morale threshold)
  • Miscellaneous AI bug fixes

Visuals

  • SUV and pickup truck: disabled affect translucent lighting on the spotlights
  • Updated Field Jacket assets to improve rolled sleeve effect (faded camo)
  • Updated Plate Carrier (MPC) assets to allow AOR-1 and AOR-2 skins to have camo pattern applied to MOLLE
  • Color-corrected Battle Belt skins (AOR-1 and OCP) to darken excessively bright tan areas
  • Hooked up missing muzzle effects for AS Val / VSS Vintorez family

Known issues (new to this release)

  • Both the MK24 CAP and M1911A1 pistols are temporarily missing suppressor sockets




Enjoy the weekend, folks!
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