Attention Soldiers,
We updated the Experimental application. Check our web article for information.
1.2.1.76 Changelog
General
- Added: Sniper rifle magazines to Arsenals
- Changed: Got rid of the "climb down" animation that abducts your camera whenever you make a step down from a low-height object
- Changed: Starting weapon inspection cancels aim down sights (ADS) now
- Fixed: UGL reload animation not working
- Fixed: M249 shouldn't be able to use the M16 suppressor
- Fixed: Gunner actions were missing on doors for clients
- Fixed: Adjusted stance sometimes did not work in ADS
- Fixed: When teleported out of a fast-moving vehicle, the character was not ragdolling
- Fixed: Resetting of inputs when occupant dies or goes unconscious
- Fixed: Incorrect recoil translation was applied to the camera while ADS of turret-mounted weapons
- Fixed: M1025 - Gunner "remove casualty" interaction was sometimes missing
- Fixed: Characters were getting stuck when dismounting camo net turret on a slope
- Fixed: Chain explosion of mines
- Fixed: Passengers were stuck when getting into the Mi-8
- Tweaked: Bleeding starting values adjusted to changed damage effect values
- Tweaked: When a turret reload is canceled with the magazine still inside, it will display the magazine
- Tweaked: Clear weather
- Tweaked: GarbageSystem not collecting dropped (not thrown) grenades
- Tweaked: ChurchSmall ladder's exit point was one bar too high
- Tweaked: Lowered wood kinetic resistance so that 7.62x39 is still able to penetrate 60mm thick doors
- Tweaked: Further improvements to the WeaponInfo HUD
- Tweaked: Notifications now correctly show that a player is killed by the Game Master (GM)
Controls
- Changed: Switch optics changed from Ctrl + Mouse Wheel to Mouse Wheel Click while aiming - modifier is no longer feasible for default binding due to collision with adjust stance/lean and exclusivity
- Changed: Illumination changed from Ctrl + Mouse Wheel to Mouse Wheel Hold while aiming
Gamepad
- Changed: Switch optics changed to D-Pad Right Click while aiming
- Changed: Illumination changed to D-Pad Right Hold while aiming
- Changed: Removed map cursor fade out/recenter mechanic when using a controller
- Fixed: When using a gamepad, the map cursor could go outside of the visible area
- Fixed: When using the map, the cursor could have an offset depending on the resolution
Playable Content
- Added: Capture and Hold game mode and scenarios are now part of the base game
- Fixed: Chat window not visible on scenario restart of Combat Ops
- Fixed: Disassembling compositions did not reset the base budget after save loaded
- Fixed: Conflict - One of the US starting vehicles in Morton HQ would spawn in the ocean in smaller Everon scenarios
Stability and Performance
- Fixed: Refund action error
- Fixed: Callsign manager error
- Fixed: Player XP Handler error
- Fixed: Crash when interrupting getout from vehicle
- Fixed: Crash when resetting reload in turret
- Fixed: Loiter None error
- Fixed: Crash when adding damage with no type
AI
- Added: -activeAILimit CLI param
- Fixed: AI doing nothing after switching seats in the vehicle
Modding
- Added: Threshold for vehicle speed that determines when the character ragdolls when exiting the vehicle can be set on prefab and read from script
- Changed: Instigator is now autogenerated and sealed
- Changed: Instigators now have a GM type, which is set when a GM kills or damages something
- Changed: Improvement for explosion debug. Change the way of coloring works in debug
- Changed: DamageManager.OnDamage had the wrong damage value. DamageManager.OnDamage now will be the same as HitZone.OnDamage for the first-struck hit zone