Attention Republic soldiers,
This is the second patch for the Reforged update.
This updates goal was to polish up the Reforged update so I can focus on moving on to content updates. The biggest mid-game multiplayer bugs have been eliminated, difficulties have received big balancing changes, crashing has been reduced, performance in multiple areas has been improved, and some quality of life changes have come out.
One of the big changes that has been a long time coming is the ability to use the options menu in-game.
Between now and the next big update there will likely be more patches as less serious or new bugs are discovered and fixed. But with this patch, I've begun working on the roadmap for the game. This will show a clear plan for new content/features as well as the path to full release. I hope to have the roadmap released within the next week or so. Moving forward, having consistent content updates will mean I won't be working so hard anymore and get to focus on the cool stuff! Hooray!
Balancing Changes
- Changed: Currency earned now scales with difficulty (No more turrets wave 2 of Heart Bleed!) so you earn roughly the same amount of currency killing enemies on various difficulties
- Changed: Auto Turret damage now scales with difficulty
- Changed: Auto Turret view distance reduced from 50m to 35m
- Changed: Auto Turret rotate speed increased from 2 to 4
General Changes
- Added: Escape menu now lets you access the options menu in-game
- Added: Helpful console logs so player reports can easily find wave defense progression (Important so debugging crashes can know if they happened near the start of a game or further in)
- Changed: (Forgot to mention in the EA-3.1 patch notes, now updated) Cutscenes can now be skipped by the host
- Changed: Escape menu visuals updated
- Changed: Walls now place slightly further from the player so their placement is valid when rotated vertically
- Changed: Auto turret now locks-on better to enemies
- Fixed: Skipping cutscene in multiplayer only skipped for the host
- Fixed: Multiplayer disconnect involving the impact grenade (usually when thrown by the host)
- Fixed: Impact grenade floating mid-air if thrown by non-host
- Fixed: Updated Lighthouse navmesh to include the new pillars/railings from the EA-3.1 patch
- Fixed: Auto turret not syncing rotation over the network
- Fixed: Headshot achievements still being awarded if you lost a game
- Fixed: Changing server settings in multiplayer performing a start check, causing the chat to get spammed with start check messages (i.e "Too high perk level") when changing server settings
- Fixed: Auto turret creating errors if shots don't hit anything
- Fixed: Spectate camera being active during cutscenes (This helped to both reduce log spam & improve performance during cutscenes)
- Fixed: Alley fire particles causing log spam
- Fixed: Lighthouse intro causing log spam
- Fixed: St. Ignace (A) & (B) intro having an unnecessary directional light active (This will reduce log spam & improve their intro's performance)
- Fixed: Loading screen causing log spam
- Removed: "Defender Weapon FOV" from options (Not being used in Reforged since Whiteout Engine 2 is now using HDRP)
Your Commanding Officer,
Blake Gillman
Changed files in this update