Hi everyone!
First of all, our apologies for the long wait. We know a lot of you were waiting on this update. It took us a while to find the main culprits for the performance, next to some real life events that took place as well.
Anyway, here we are!
For now, we will dump a changelog of what we have done in this update. However, we are also working on improving our communication to you all through videos and dedicated development updates so do know that's coming soon too. That said, we did not want to wait for that to get this much needed update out there to you all. We do understand not everyone will feel the need to read through a big list of changes, so then we'd say just jump in and feel the difference! It is quite noticeable as the game runs a lot smoother now.
Changelog v1.0.3
Overall Summary
Performance drastically improved!
Visuals and optimization improved across the board!
New eastern conflict equipment added (AK12, AK12 Akvilon, and several new attachments)!
Countless bug fixes and adjustments!
Guns
- Added AK12.
- Added AK12 Akvilon.
- Added Holosun 507C pistol red dot
- Added PK122 red dot
- Added Arisaka Handstop, picatinny and MLOK versions.
- Added RK0, RK4, and RK1 B25(L) foregrips
- Added Modlite OKW (offset MLOK) flashlight.
- Added Perst-4 Laser
- Added Klesch-2P Laser/Light
- Added 3 slot MLOK rail adapter.
- Added 7 slot MLOK rail adapter.
- Added 9 slot MLOK rail adapter.
- Added 11 slot MLOK rail adapter.
- Added cantilever MLOK rail adapter.
- Added all MLOK rails for all guns (previously just 3, 6, 9 o’clock rails).-Fixed offset eyebox bug for scopes and completely revised eye relief math, each scope now has a sweet spot to get full view of the scope image.
- Fixed impact sounds having baked in ricochet sounds, the soundscape should now be more accurate to what’s actually happening ballistically.
- Fixed reverse BCM grip incorrect pose when held with right hand.
- Fixed mount point for Aimpoint T2 (Unity FDE).
- Fixed mount points for all SRO variants
- Fixed Staccato XC thumbnail, incorrectly displayed USP45.
- Fixed SR25 actually shooting 5.56x45, not 7.62x51
- Optimized all weapon and attachment textures.
- Ballistics received an overhaul addressing all physical material responses, added ballistic coefficients, mach curves, and form factors to all rounds. Rounds fly more accurately and penetrate more reliably as expected for each caliber.
- Remastered the Red Dot Shader for better visibility.
- Adjusted stock points for the R700’s for better eye relief.
- Adjusted round feed animation for R700’s.
- Adjusted recoil for R700’s.
- Adjusted indoor reverb volumes for louder interior chaos.
- Adjusted M4 shot sound set.
- Adjusted one handed recoil on two handed weapons, this is no longer OP.
- Adjusted bipodded recoil to be much more mild, expect better shot tracking.
- Adjusted Safe-Semi selector switch speed to be faster across all platforms.
- Adjusted handguard grip pose on SR25 to be more snug.
- Adjusted muzzle flash and red dot mount point for Staccato XC.
- Adjusted thumbnails for all pistols, foregrips, and suppressors for visibility.
- Adjusted reloading tolerances for pistols, should now be more consistent across platforms.
- Adjusted texture set for the P320, no longer plastic looking (FDE coming soon)
Gameplay
- Added more graphics settings.
- Improved virtual crouch.
- Fixed crash when joining servers.
- Fixed kit not respawning (mags etc) when you respawn.
- Fixed some bugs with the cages when players join/leave.
- Fixed certain items lighting up in dark shadows like players, guns, and enemies.
- Fixed getting stuck on walls.
- Fixed bug where kit builder despawns in cage.
- Fixed mag palming disappearing mag bug.
- Fixed gunstock calibration.
- Fixed lasers & lights turning on after respawn.
- Fixed AK mags dropping against inventory bug.
- Fixed and tweaked some AI behaviour. (nothing major yet, but is in the works)
- Added free roam modes to all maps to help community PvP lobbies
Environments & lighting
- New tonemapper! (Khronos PBR for those interested) we used to have it disabled to avoid the unreal look but as you guys know that was not entirely successful, so now we have a whole new look and colour intensity to the game. Deeper shadows and contrasts, better colours etc, see the photos for the before and after (1st is before 2nd is after)
- This will hopefully get us closer to the unreal 4 look and give us more realistic lighting in general
- Lots of textures and material optimizations
- Our whole dynamic shadows system is simplified and improved, no more weird unbuilt stuff inside buildings or the baked shadows “spawning in” so its both visually better and better for performance
- Improved lighting on foliage and no more black foliage
- Doors now have better lighting! This also has to do with the new dynamic shadows (1st photo before, some might recognize this, happened a lot in playthroughs, weird lighting on the doors, and second is after with the fix)
- When playing on low shadows, the darkness of the character and weapon was flat and too dark sometimes even, this was a cheap trick we used at the time to make sure you did not light up or become unlit, we have fixed that now too just like the doors and other movable objects, this way the "gap" between low and epic is even smaller, of course low does not have dynamic shadows but that is a given