Audio occlusion improvements, some general gameplay changes for equipment, explosive charges, and more
Audio Occlusion Improvements:
- Previously the audio occlusion system applied audio dampening when sounds were blocked by simple LOS checks on most objects. The sounds would attenuate via distance and whether or not any object(s) were in the way.
- The new system is a mix of content and audio system improvements to increase the number of levels of audio occlusion that can occur, and certain exceptions have been made for gameplay relevant objects like door kicking and footsteps to make audio easier to understand.
- Simple objects like props and shelves have low levels of occlusion, while thicker objects like interior and exterior walls, exterior doors gain increasing levels of occlusion.
Increase from 2 to 4 levels of Audio Occlusion:
- Exterior Walls: Unbreachable Walls (typically exterior walls of buildings) occlude most harshly.
- Interior Walls: Medium occlusion effects - Interior Walls, Exterior Doors
- Props: Slight occlusion effects - crates, bathroom stalls, boxes, etc.
- Clear LOS: Only distance attenuation is applied if there is clear line of sight to the sound. But also applies to objects like chainlink fences or metal catwalks in Factory.
Special Cases:
- Exterior Footsteps: Footsteps blocked by exterior walls are silenced, except when the listener is close to the footsteps. This helps to mask attackers running around the exterior of the building, all they have to do is keep a small distance to mask their approach instead of walking the whole way.
- Doors: Exterior Doors occlude like interior walls, interior doors occlude like props - doors occlude one level down from their surrounding wall, generally
- Kicking Doors: Door kicking should always be heard from any distance provided they are not being covered by other loud nearby sounds or flashbang deafness
- Layered Occlusion: When multiple types of objects are blocking the sound the effects do not stack the thickest object will set the occlusion value; similarly to player hitboxes, the thickest object "wins".
Other Gameplay Changes:
- Light emission for map cubes turns off when the power is off
- Explosive charges now cause extreme concussion if the explosion goes off next to a defender without killing them (returning from alpha)
- Explosive charge damage radius given slightly increased range, but damage falloff
- Explosive charge damage radius will be blocked by walls again, re-enabled with return of concussion
- Clacker now has a light ROF limit to once per tick
- Flashlight toggling now has a 300ms cooldown
- You can no longer shoot, use throwables or clack while in the truck
- In-truck detection for above as well as dropping items back to the truck wall has been changed
- Barbed wire can be thrown instantly again, like prior to equipment changes
- Reduced flare light range by about 20%
- Reduced effectiveness of body light (used when held item does not have a light)
- Corrected throw position when crouching so grenade throws don't originate from standing height
Changed files in this update