Today we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content.
The team wishes you happy holidays and a smooth start into 2022.
New Maps
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MAP-Arena-Pool
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MAP-BattleRoyale
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MAP-Bunker
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MAP-Deflect
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MAP-Faiyum
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MAP-TrainstationII
Player movement
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Higher speed threshold for falling damage: 1725 -> 1677
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Lower falling damage multiplier: 0,109 -> 0,102
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Sneak Speed: 260 -> 250
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Max. speed crouched: 242 -> 220
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Weapon drop toss speed: 350 -> 400
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Tweaked direction change feeling
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Reduce the average movement speed gap between knife and weapons from 7% to 6%
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Fix crouch speed overridden when sneaking while crouching
Weapons
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General weapon balancing (we kinda lost track of the changelog, no major changes tho, mostly minor tweaking)
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Fixed auto recoil recovery odd behavior in semi auto mode
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Changed parameter set of the physics settings of nades to get a more reliable bounce
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HE-Nade: Full damage radius 220 -> 210, Radius 920 -> 870
Animations
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Reworked animation blueprints (third person & first person) for better performance (multithreaded animations & fast path optimisations)
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Fixed wrong animation played for only a few frames on weapon draw
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Added a blend time/transition for the weapon switch from one handed/two handed to two handed/one handed to third person animations
Programming
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Core game code refactoring
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Blueprint nativization for a few blueprints with hot blueprint code and porting some bp code to C++ (most of TO4's code is already C++)
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Fixed blood not attached to moving actors
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Improved balancing workflow of development build (dynamically loading datatables from filesystem without rebuilding the game)
UI
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Exchange main font
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New weapon images in HUD and buy menu
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Serverlist: Fixed sort by players function
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Serverlist: Fixed password handling (fixed game freeze after wrong password, added apply with enter key)
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Added ingame menu clan tag switch
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Rework key mapping, new functions: overwrite, clear, swap
Sounds
Deagle
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New shoot sound
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New draw sound
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Reworked reload sound
M9
- New draw sound
Glock
- New draw sound
Hostage
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New AI-Controller for better movement
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Adjust swimming parameters
Gameservers
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TO4ST-core officially supports assigning configurations to gameservers (game settings like map duration, round length, password, reserved slots etc)
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Auto login to TO4ST-core via steam browser by clicking a button in the admintab
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Masterserver with global player stats list (for now very simple).
The website uses the player statistics of the TacByte servers.
However, we can add more TO4ST-core instances.
If you run servers and want your statistics to be included in our official player statistics list write a message in our #gameserver_hosting discord channel and you’ll receive a key you have to add to your TO4ST-core settings in order to be included.
Map Changes
MAP-RapidWaters
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Reconstruction of the T-Start base-layout; lower water, water-hole, basement, upper and lower bridge
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Changed sunlight angle
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More lights on terror side
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Wider entry into basement
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Increased the force of the water-fall
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Give hostage more teleport possibilities for better following
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Fixed blocking collision on waterfall wall and truck
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Added some dust decals to basement ground
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Increased the fog panorama
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Added sounds to movable doors
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Higher basement floor on stair entry
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Slight decrease of leaf movement
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Better light at the spot near the truck on sf side
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Some new/more design elements
MAP-Blister
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Reconstruction A-Spot and A-Long
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New sniper bunkers (also on lower and market)
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Added rune on terror sniper spot
MAP-Escape
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Increased the lighting on lower mid house and underground
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Reduced the width of mid-way slightly
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Removed blue container from landscape
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Changed lower mid construction
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Changed lighting and some materials
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General visual polishing
MAP-Trainyard
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Reworked bomb spots design
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Wall painting polish
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Access to roof in front of b-gate
MAP-2on2-Lock
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Fixed nade collision on the big tree
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Foliage polish for better view
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Some performance improvements
MAP-FollowTheMoney
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Collision polishing
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Removed some overloaded objects for better movement and enemy spotting
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Removed a useless little room on upper stairs area
MAP-RGB
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Removed OP shadow
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Nerfed skynades by adding higher buildings
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Blocked one middle gap for terror snipers, so SF are in less disadvantage
MAP-Thunderball
- General bug fixes & polishing
Changed files in this update