Closed Beta Update V36382 (26.06.2014)


(Silvanoshi) #1

Listen up Dirty Bombers, we’ve got a mammoth patch with plenty of tweaks and additions for you to enjoy! Touching upon nearly every area of the game, we can’t wait to get you onto this build of the game. The long wait is over!

The game is currently offline while we carry out maintenance work, push the game update out to our servers and prepare for client distribution. Player progression has been reset for this update, however you have been given enough currency to pick up all mercs. Servers are expected back online at:

[ul]
[li]3:00PM PDT[/li][li]11:00PM BST[/li][/ul]
Update Notes:

[Key Additions]

• New Global Ability – Help Up: All characters are now able to revive Incapacitated allies with this ability, usable via the Use key. This takes 5 seconds, prevents you from using your weapon and revives the ally with minimal health. Best used if the Medic’s been Incap’d, and there’s no one else around who can heal him.

• New Global Ability – Long Jump: While sprinting, pressing the crouch button just before jumping will allow you to travel faster during the jump, allowing you to travel further before hitting the ground.

• New Option – Use Toggle: By default, interacting with objectives requires you to hold down the Use button (F). Setting this option to “On” will make pressing the Use key automatically keep interacting with the objective until canceled.

User Interface

• Added in-game language selection to the options menu with the following languages:
-French (Beta)
-German (Beta)
-Spanish (Beta)
• Added an opacity slider for the HUD to the options menu.
• Added the ability to load/save a squad in both the Frontend and the Lobby.
• Updated the appearance of the frontend stats screen.
• IFFs implemented to new design.
-IFF’s are now smaller in general.
-Added new Icons for different objective types.
-Added arrows to the objective IFFs that point to the side of the screen they are clamped to.
-Progress is now displayed as a bar rather than radial.
• System messages are now displayed in the chatbox using their own colour.
• Weapon previews on frontend will now display weapon attachments
• New WIP in-game user interface
-End Game Review
-Scoreboard
-Overview scene
-Command map
-Deployment screen
-Exp award
• Objectives now become more transparent if they enter the centre area of your view, they become even more transparent when ironsighted.
• Reworked the objective progress bar on the HUD.

Performance Improvements

• Fixed an issue on the front-end for low spec PC’s where the performance would slowly degrade until the game eventually crashes.
• Moved most HUD updates to native and other optimizations.
• Moved most HUD scene updates to native and other optimizations.
• Did various levels of optimization work across all maps.
• Optimized how events are called from native.
• Post process optimizations
• Heartbeat sensor optimizations, visibility checks on pawns in the radius only
• Reduced map loading times by using the unused frame time for ticking Async Packages instead of just sleeping.

Maps

General
• Updated intro and outro cutscenes for all release maps (Terminal, Trainyard, Underground, Whitechapel)
• New consistent objective types were also created in collaboration with gameplay code and design to ensure familiarity between objectives on different maps.

Terminal
• Various collision and visual improvements.
•Optimization pass

Trainyard

•Lighting reworked.
•Optimization pass.
•1st primary objective changed from hack to capture area.
•Secondary objectives have been replaced with generator-powered gates.
•Ammo crates have been added.
•Area naming completed.

Underground

•Various collision and visual improvements.
•Changes to the secondary objective doorways into the first Primary Objective room. Now there is an opening on the defenders side and the roof route is always open.
•Replaced Secondary Hack objective by construct type objective.
•Secondary objective doors can now be repaired again after being destroyed.
•Changed the gas tunnel objective to a CDA generator that can be repaired/destroyed.
•Second primary objective has been changed to a destruction objective (it was initially a hack).
•Killer fog introduced between the first and second objective to prevent players accessing the second objective area too early and also to better tie in the story for the level.
•Area naming partially completed.
•Optimization pass

Whitechapel

•Area naming partially completed.
•Removed secondary deployable cover objective on the bridge.
•Changed the secondary constructable bridge objective from repair switch to a CDA generator that can be repaired/destroyed.

Design

•Improved the feel and effectiveness of Mounted Machine Guns.
•Reworked the Carry Objective to be hold-in-hand.
•Only 1 carry objective will be active at a time.
•Added C4 proficiencies so that some characters can arm/disarm faster than others.
•Improved character hitboxes in general.
•Increased character hitbox sizes for larger Mercs.
•Reworked damage modifiers for hitting different body parts to make killing players feel more consistent. (The damage dealt for a shot in the foot and a shot to the head now has a smaller difference in damage).
•Updated default weapons for many Mercs.
•Reworked how automatic weapon bullet spread behaves, generally tighter.
•Weapon spread bloom and recover rates now behave more consistently across all weapons.
•Increased weapon falloff ranges, increased minimum damage at max distance.
•Movement speed is now affected by the weapon/item held in hand.
•Tweaked walljump behaviour to be more consistent.
•Many ability balance tweaks.
•Many weapon balance tweaks.
•Rhino
-Replaced primary weapon from Minigun to shotgun.
-Moved the Minigun to an ability slot.
•Increased the healing station bounding box to collide with melee weapons more easily.
•Defenders now have the ability to instantly respawn for a limited time after the completion of any primary objective.
-A prompt Displays on minimap (temp).
-Bound to ‘J’ by default.

Audio

• Commander dialogue processed with first pass radio effect.
• Added bullet casing drop sounds for all different caliber weapons.
• Updated M9 Pistol audio for Sawbonez, Bushwhacker, Arty and other characters.
• New MP400 Machine Pistol audio for Proxy.
• Improved Frag Grenade and Grenade Launcher explosion audio.
• Improved Dreiss AR Assault Rifle audio for Arty.
• Improved Timik-47 Assault Rifle audio for Stoker.
• Improved K-121 Machine Gun audio for Fragger.
• Improved Artillery Strike audio for Arty.
• Improved Martyrdom audio for Nader.
• Added new Healing Pulse audio for Phoenix.
• Added new HUD Objective update audio.
• Added new Sticky Bomb audio for Fletcher.
• Updated Whitechapel ambient audio.
• Ongoing improvements to character and commander bark systems.
• Added Commander VO for all primary objective types.
• Added audio for pigeon and rats.

Character Art

• Default skins of all characters returned to concept colours with light and dark variations
• Minor front end improvements, adjusted lighting angle and skylight intensity, also changed the background
• Updated Bushwhacker’s default skin
• Nader mesh and texture tweaks
• Updated all characters base skeletal mesh and body gear with separated LODS
• Adding new death primers (mocap’d ones).
• Added wireless C4 anims
• Added static poses for all characters for the front end
• Added new animations for carrying datacores
• Updated EV MG shield
• Updated EV textures

VFX

• Improved character lighting
• Now using Scene colorize and scene desaturate for incap and death PP
• Improved the 3rd person muzzle flash effects
• Added interaction area cylinder VFX when a deployable is being placed to see the radius of interaction
-Healing Station
-Ammo Station
• Improved the Mounted Gun/Minigun overheat effects
• Improved the Airstrike effects

Bug Fixes

• Fixed an issue where the destructible doors/roof and water on Canary Wharf would appear incorrectly after playing multiple rounds.
• Fixed missing turret icon on the Limbo menu.
• Fixed an issue where the ‘Repair’ prompt would clamp to the middle of the screen for dead/incapped players.
• Fix issue where capture objective progress would appear to freeze at 99%, but is actually fully captured.
• Fixed an issue there the named areas above the minimap didn’t update for spectators.
• Players should no longer be idle kicked on the in-game menus if they are performing actions on those menus (open/close scene or button input activity).
• Fixed an issue where players would be unable to mount MG nests.
• Fixed an issue where the self revive ability would continue to progress even after being revived by another player.
• Fixed an issue where it was possible to place multiple deployables at once.
• Fixed an issue where all settings are reset to default after updating the game.
• Fixed the markers of the airstrike remaining on the ground after the airstrike has been called in.
• Fixed recoil not working properly on MG nests.
• Fixed an issue where resolution is sometimes set to a completely different value when changing unrelated video option settings.

Stay tuned!

UPDATE: If you modified your config files and cannot log into the game, or connect to a server, please follow these steps.


(spookify) #2

Questions:

Was the mouse lag fixed or do we still need to do that Rawinput crap?

Should I test with or with-out my SLI on? Or both to try it?

That was a lot to read but did I miss greater penalties for a death aka long spawn times?


(Ninjatomte) #3

You can actually get raw mouse input now?! How come no one told me?!?!

Installing game again… Hopefully someone else does as well


(Dragonji) #4

You all the time play with raw input AFAIK.


(Mustang) #5

Input has always been raw, it’s just getting the value slightly later in the pipeline than before, theoretically removing 1-2ms of input latency. :tongue:

Hardly seems worth the change to me, especially when there are other changes that could be made to reduce it by 10’s of milliseconds.

Anyway previously you had to enter the command at the start of every map because the change wouldn’t stick, I guess the question is whether or not this still needs to be done or not.


(Ninjatomte) #6

Ah, I had no idea… The mouse has felt terrible in every UE game I’ve ever played thus far so I just assumed that was it… What else can they do? And why don’t they?

Btw… I’m getting game unavailable? Is the master server down or something? I downloaded the patch and restarted the launcher then tried the repair thingie


(Mustang) #7

Hope no-one minds me passing on this info, just heard from the horses mouth that the raw input update is included and enabled by default, so no need to use the command anymore.

As noted by Nail the maintence window has been increased, there was a patch, but the game isn’t live yet, expect another patch before it does go live though: http://forums.warchest.com/showthread.php/40804-Update?p=502959&viewfull=1#post502959


(Talespin) #8

•Updated default weapons for many Mercs.
•Many ability balance tweaks.
•Many weapon balance tweaks.

Can we get more detail on this?


(INF3RN0) #9

Some things I know changed;

Overall spread system
Damage scaling between headshots/non
Thunder concnade flash duration now depends on distance and (not sure on this) whether the player is facing towards the impact
Redeye no longer insta-gibs and likely received RoF reduction.


(Mustang) #10

Recently they preferred to be vague in patch notes until we try it out, then give more details about the changes once people have gotten a feel for it.


(AsKo_) #11

• New Global Ability – Help Up: All characters are now able to revive Incapacitated allies with this ability, usable via the Use key. This takes 5 seconds, prevents you from using your weapon and revives the ally with minimal health. Best used if the Medic’s been Incap’d, and there’s no one else around who can heal him.

this sounds horrible
i do not get the idea behind this. if there is no medic around you clearly messed up as a team / did very good as the opposing team by killing the medic.

why just why?


(Ceres) #12

I find it quite disturbing that the Community Manager has 11 posts.
Edit: didn’t even know he existed until this point.


(Breo) #13

[QUOTE=Ceres;502986]I find it quite disturbing that the Community Manager has 11 posts.
Edit: didn’t even know he existed until this point.[/QUOTE]

:D:tongue:


(Mustang) #14

[QUOTE=Ceres;502986]I find it quite disturbing that the Community Manager has 11 posts.
Edit: didn’t even know he existed until this point.[/QUOTE]
Today is kind of his first official outing, previously 'twas badman.

Would be nice to see a post in the Introduce Yourself! thread or an official announcement at some point though.


(Silvanoshi) #15

[QUOTE=Ceres;502986]I find it quite disturbing that the Community Manager has 11 posts.
Edit: didn’t even know he existed until this point.[/QUOTE]
Fear not good sir! I’m brand new to SD, a public introduction will be going up tomorrow. Unfortunately circumstances were such that the need for this post came about before my intro could be delivered.

Think about it this way, you’ll have something else to look forward to tomorrow :tongue:.


(Glottis-3D) #16

i think, because it is 5 seconds. it can be done only after enemy is gone. so doesnt realy screw up the fights. you just dont run from the spawn and dont wait for running from spawn medic.


(Ceres) #17

[QUOTE=Silvanoshi;502996]Fear not good sir! I’m brand new to SD, a public introduction will be going up tomorrow. Unfortunately circumstances were such that the need for this post came about before my intro could be delivered.

Think about it this way, you’ll have something else to look forward to tomorrow :tongue:.[/QUOTE]

Good to hear. Hope you surpass my limited count in the weeks to come!


(AsKo_) #18

yeah i get that. but that should be the ,punishment, for getting killed and not having a medic with you. if you dont have a medic with you you need to take the long way imo.
it just screws with the purpose and benefits of the different classes imo


(Ninjatomte) #19

It’s a casualizer, and it probably won’t hurt competitive too much seeing as 5s is an eternity there… Unless they raise TTK by quite a lot


(DarkangelUK) #20

I’ll ask the same question here. Weapon type in-hand affecting speed… does that mean base speed with SMG has been lowered or has the speed with secondary and knife been increased?