- SAIGA shotgun for terrorists
Changed:
- +8% spread shotguns
- Pseudo water physics for thrown nade
- Temp disable can't walk off ledge restriction in sneak movement mode (will be added as optional setting later)
- Aggregate and persist hit stats until respawned (regardless whether enemies respawn in the meantime; affects TDM & CTF mostly)
- Shorter delay between playing shot empty weapon event (1,2s -> 0,2s)
- Replace CTF placeholder sounds
Fixed:
- Make sure all TacByte CTF / TDM servers use the correct round length (round length = map length)
- Step sound not playing when moving on small rails / ledges
- Damage aggregation on roundstats widget
- Shotgun reload anim stutter
- Avoid weird nade movement after spawn (twisting in the air)
Maps:
MAP-Blister (and TDM-Blister)
- Fixed bullet blocking leafs on middle area (palm area) Blister (and with this on every location of the map)
- Smoothen the ledge on long tunnel High bombspot (you could stand on a little ledge next to the opening to Terrorist sniper lane)
- Raised the SF house balcony (looking over sniper lane) with 20 cm. Lowered the door opening leading to A / high bombspot, giving less sight from balcony over sniper lane (you cant look further back anymore)
- Removed playerstarts Terrorist that were furthest away in the base (playerstarts are now more compact, with only 1 secs difference in spawn to reach areas in the map)
MAP-Fueled
- Bullet block on Decals (best noted on the jump-down spot near sniper lane, you couldnt shoot from below)
- Ledge block on lower bombspot
- Removed a lot of bushes, lowered the grass to prevent Foliage standing in the way of sight
- Gave the landscape materials a little more character and wearyness
MAP-Converge
- Terrorist spawn slightly closer to middle (more control over middle)
- Removed ledge above sniper tunnel on SF side
- Reduced Tessalation on Snow material landscape (gave strange lighting effects)
- Tweaked lighting (removed dark corners)
- Flatten the floor on the stair area from middle building to middle
- Removed gates on hostage area (entrance from the long hallway), for more smooth and spacier movement towards the hostages
Changed files in this update