New Mercenary: Kira
[ul]
[li]Orbital Strike[/li][LIST]
[li]Hold ‘E’ to target [/li][li]Calls in an orbital laser strike [/li][li]Strike can be redirected using ‘E’ once active [/li][/ul]
[li]Ammo Station[/li][ul]
[li]Can be deployed by using ‘Q’ [/li][li]Automatically dispenses ammo packs to nearby players [/li][/ul]
[/LIST]
New Feature: Gibs
[ul]
[li]First-pass implementation - feedback wanted! [/li][li]Dealing enough explosive damage to incapped players or players low on health will gib them. Splat. [/li][/ul]
User Interface & HUD
Front-end
[ul]
[li]Added more advanced video settings to frontend video settings panel [/li][li]Players who join during game review will again see the game review screen for the game they just missed. [/li][li]Reduced font size at resolutions less than 800x. [/li][li]OBJ_Batterseaplant should now display as DOCKYARD on the Deploy menu. [/li][li]OBJ_Map_6 should now display as DOME in the deploy menu. [/li][li]Execution now displays as EXECUTION on the map objective bar, and does not display any progress percent. [/li][/ul]
HUD
[ul]
[li]Players own name is now green in obit. [/li][li]Added a new kill notification with weapon image and player name. [/li][li]Added a new XP counter. [/li][li]When incapped there is now a distance displayed to the closest Medic. [/li][li]Lowered XP/Objective notification display time (From 2.5s to 1.85s). [/li][li]A shield under the the crosshair now displays any generic damage resistance / invulnerability the player is currently experiencing. [/li][li]Made the dynamic crosshair (that indicates spread) correctly scale with FoV changes. [/li][li]Various improvements to Damage indicators:[/li][LIST]
[li]Increased hit indicator sizes for both being hit and for hitting enemies. [/li][li]Damage indicators now appear when dealing damage from ALL types of damage. [/li][li]Damage indicators now appear when dealing damage to the EV [/li][li]Dealing damage to self will no longer cause hit indicator to appear. [/li][li]Damage indicators will appear when damaging turrets and stations. [/li][li]Very minor -5/+5 degree randomisation for damage received indicators, so that multiple hits from one location do not all perfectly stack in the same pixel position. [/li][li]Added Crosshair hit indicator custom scale user options. [/li][li]Added damage indicators for falling and explosive damage. [/li][/ul]
[/LIST]
Lobby
[ul]
[li]Added a change team button to the Lobby [/li][li]Lock in lobby button changes to “locked in” when locked in. Also now locks the character selection. [/li][/ul]
Audio
[ul]
[li]Large audio mixing pass[/li][LIST]
[li]Most remote weapon fire should be easier to hear now [/li][li]Remote footsteps should be easier to hear [/li][li]Bullet bys should be easier to hear [/li][li]Bodyfalls should not sound so corrupted [/li][/ul]
[li]Tweaked the XP bar sound. [/li][li]Added placeholder Incap and Death barks [/li][li]Fixed Fletcher and Bushwhacker having the others voice name [/li][li]Characters who are missing their audio are currently using other characters’ voices for placeholder purposes [/li][li]Added new reload audio Skyhammer’s rifle [/li][li]Updated audio for Proxy’s SMG) [/li][li]Added new audio for the Smjüth & Whetsman .40 (Rhino & Kira’s Pistol) [/li][li]Reworked audio for Fragger’s Machine Gun - 1st and 3rd person firing now in sync with gameplay, reloads now in sync and working in 1st and 3rd person [/li][/LIST]
VFX
[ul]
[li]Added a new 1st Person Blood effect [/li][li]Added trail on Katana swing [/li][li]Improved the Heartbeat sensor destuction FX [/li][li]Molotov improvements [/li][li]Added gibs [/li][li]Added leg and arm parts from existing characters [/li][/ul]
Animation
[ul]
[li]Various improvements to Vasilli’s SMG[/li][LIST]
[li]Improved hand position during jump animation [/li][li]Better position whilst equipped in 3rd & 1st person [/li][/ul]
[/LIST]
Mercenary Balancing
General
[ul]
[li]Updated Wall Jump impulse and checks [/li][li]Wall Jump decay rate is less severe [/li][li]Initial increased momentum transfer values on some explosives [/li][li]Weapon spread now continues to grow until the weapon stops firing [/li][li]Increased screen kick when receiving damage [/li][li]Players can now run with deployable ghosts [/li][li]Crouching when firing is now slightly more beneficial [/li][li]Increased Ladder speed modifiers [/li][li]Deferred hit notifications will now still be processed for up to 100ms after you die [/li][li]When ironsighted, pain twitch speeds now scale with fov as per exact proportion that the twitch distance itself is adjusted [/li][/ul]
AURA
[ul]
[li]Reduced Shotgun spread (~10%) [/li][/ul]
NADER
[ul]
[li]Grenade Launcher now deals 60 splash damage and 20 direct hit damage (previously 80 splash damage only) [/li][/ul]
PROXY
[ul]
[li]Reduced Shotgun spread (~10%) [/li][li]Increased Shotgun range (~10%) [/li][/ul]
RHINO
[ul]
[li]Increased Minigun Damage to 11 (from 10) [/li][li]Increase Minigun spread (~10%) [/li][li]Reduced Minigun range (~10%) [/li][/ul]
VASSILI
[ul]
[li]Reduced Sniper Rifle ammo count to 6 per magazine [/li][/ul]
Levels
General
[ul]
[li]Updated map loading screens [/li][li]Removed bullet collision from all foliage [/li][/ul]
TRAINYARD
[ul]
[li]Rebuilt lighting to fix issues with unlit textures [/li][li]Fixed an issue with the carriage being displayed as destroyed when reloading the map [/li][/ul]
CANARYWHARF
[ul]
[li]Fixed an issue where the outro cinematic water would be visible during the match after transitioning back to the map [/li][li]Fixed the first objective’s completion sound not playing [/li][/ul]
Miscellaneous Fixes
[ul]
[li]Fixed a crash when launching on a PC running on XP [/li][li]Fixed an issue with the front end lagging with V-synced disabled on certain PC’s [/li][li]Placed ammo crates should now give out ammo correctly [/li][li]EV IFF will no longer be visible if the EV objective is disabled. [/li][li]Fixed weapon materials being wrong when going from third person to first person. [/li][li]Added lods to Red-Eye (different quality model at different distances) [/li][li]Improved handling of connection issues on startup [/li][li]Fixed an issue where Red Eye would be awarded +50 smoke kill when he is killed in his own smoke [/li][li]The “better tool active” message should now display for the correct player [/li][li]Various improvements to ragdolls [/li][li]Enabled & Updated eTracter integration [/li][li]Fixed an issue with running multiple server instances from the same install [/li][li]Updated server Query Protocol to include server frame time (ms) [/li][li]Fixed an issue where the killing blow didn’t cause any hit marker to display [/li][li]Fixed an issue with players waiting to spawn being idle kicked [/li][li]Added a tooltip for the ‘Show Allied Names’ key [/li][/ul]
Known Issues
[ul]
[li]Proxy’s mines can be reclaimed after they detonate.[/li][li]Key bindings are not saved correctly when closing the game.[/li][li]Many users have reported issues related to Direct X. Please ensure your Direct X installation is up to date. Instructions on how to check your current Direct X version, as well as how to obtain the most recent version, can be found here: http://support.microsoft.com/kb/179113[/li][/ul]

