Added Campaign Mission 6: Island Assault
Added Coop Mode
Added Coop Mission: Iron Harvest
Added Coop Mission: Broken Arrow
Added Coop Mission: Gridlock
Added Coop Mission: Operation Game Warden
Improved AI behavior in Mission: Wakepoint
Fixed an issue where explosion damage was calculated incorrectly
Added realistic sound delay effects for explosions
Increased Tripwire damage
Fixed an issue where the interaction prompt remained visible while inside vehicles
Improved first-time setup experience
Improved EULA screen navigation
Improved controller menu navigation, including support for the left thumbstick
Fixed an issue where key remapping did not work correctly on all systems
We will be hosting several official dedicated servers. You can also host your own public server directly from the in-game menu at any time. These servers remain online and publicly visible as long as the host keeps the game running.
Our official dedicated servers use different performance profiles. This is intentional, as we want to gather data and see how the game behaves under a wide variety of conditions. Everything should work as intended, but please also consider this a large-scale test. We are monitoring everything closely and will fix issues as quickly as possible.
The Server Browser currently does not display server ping. This is unfortunately a limitation of the Epic Online System (no additional account needed) and we are still looking for a solution.
The Server Browser is currently very basic. Sorting options and several filters are still missing and will be added in future updates.
During our internal tests, player movement has been extremely smooth, even at pings of around 200 ms.
We do one thing differently from many other games: all gunplay is fully server-authoritative. What you see is exactly what happened on the server. If you see a hit, the server registered that hit in exactly that position.
This approach provides much better cheat protection and avoids situations where a shot looks like a hit on your screen but was actually rejected by the server.
The downside is that there can theoretically be a very small delay between firing and receiving feedback, because the firing command must travel to the server and back. In practice, however, we found the game to remain highly playable even at 200 ms ping.
We implemented and extensively tested Easy Anti-Cheat. Unfortunately, we discovered that it caused significant server instability and performance issues. Because of this, we decided not to ship the update with EAC enabled.
Our networking is server-authoritative and all client actions must be validated by the server.
In case of inconsistencies, the server's data always takes priority.
Players can be reported directly in-game.
Reports are monitored and automatically analyzed.
We can issue global bans. Banned players may temporarily lose access to multiplayer in Beyond Enemy Lines - Vietnam and future Polygon Art multiplayer titles.
Dedicated server administrators and Peer-to-Peer Server Hosts can use Active Admin to kick players directly from their servers.
We have also been working on PA Guard, our own anti-cheat solution. In cooperation with PANet, it will analyze player data and help detect and prevent cheating. We plan to integrate it in the near future.