Post by [-44-] Pendragon on Nov 24, 2015 16:02:41 GMT
12 NOVEMBER - ARGYLL
We are releasing a patch today with various improvements and bug fixes. In addition to addressing an exploit in Push, we have greatly enhanced AI behavior, added functionality to the map cycle user interface in the Solo menu, and more. Find the full change list below:
Bug Fixes
Fixed being able to destroy the last stand cache on Push before all objectives were captured.
Fixed human players not spawning in Conquer after a point capture.
Fixed Humble Bundle achievement.
Reduced instances of spawning at the origin for modes that use nav spawning.
Fixed being able to detonate C4 and IEDs in spawn zones.
Being in a block zone as it is enabled should now correctly restrict the player.
Fixed round timer label being cut off in Survival once level reached double digits.
Fixed map preview images being affected by texture quality setting.
Fixed model on main menu not showing the weapon model after disconnecting from a server.
Gameplay Improvements
Once you are dead while playing with friendly AI, you can take them over by spectating a bot and pressing the use key.
Updated the ragdoll code to hopefully reduce instances of ragdolls jumping in the air on death.
When a weapon becomes restricted in a restricted area, explosive priming will be cancelled when grenade is not cooking.
Bot AI:
Improved combat decision-making.
Bots will now more regularly investigate gunshots and nearby footsteps.
Updated night-time vision so bots can’t see you as easily in the dark.
Friendly AI in Solo now use formations and move to cover if they come under fire.
Added an element of randomness to the patrol behavior.
Fixed combat and investigation behavior loops.
Fixed bugs with stance system.
Hunt:
Increased patrol radius around the active cache, so enemy AI spreads around the map better.
When the enemy cache is destroyed the enemy will more successfully investigate the blown up cache minimizing the need to search around the map for the remaining enemies.
Fixed VO in Hunt saying that the wrong amount of enemies are killed.
Reduced enemy count to 15 in Solo mode (this can be adjusted with the console variable “ins_ins_bot_count_hunt_solo”).
Checkpoint:
Increased minimum bot count in Checkpoint so that there are more enemies with smaller player counts (the minimum is now 8 instead of 5).
Survival:
Improved AI patrolling behavior.
Improved cache selection.
M9 increased to 1 supply.
Maximum rounds set to 3 by default.
User Experience Improvements
Improved usability for changing the map cycle in the Solo menu
Added drag/drop support
Added clear/reset mapcycle buttons
Each playlist map cycle state is saved between sessions.
Connecting to a Workshop enabled server will only download the map currently running.
For XInput controllers (eg. Xbox 360 controller), the right thumbstick now emulates mouse input so much more of the UI is usable with a controller.
Removed prop caches from the last stand area in Push.
Spectator glows now render in the scope when spectating a player aiming down sights with a scope.
Spectator glows now factor in weapon upgrades.
Spectator mode now shows the player name in the squad color (green) if that person is in your squad.
Added keyboard hints to spectator mode.
Added titles to each options screen.
Disabled developer console spam on Shitty overpriced desktop/Linux when no controllers were detected.
Content
Updated Sterling, M4A1 and M16A4 animations.
Updated L1A1 material.
Updated Training level.
Modding
Any cvars in a map txt will be reverted to default on map change. This should fix Hunt maps using static spawns after a Hunt map with navmesh spawns is played.
Since block zones and spawn zones can no longer be marked as solid, a func_teamblocker entity has been added if a mapper wishes to create a wall players of a certain team can’t pass through.
Due to changes with the blockzones code, “disablespawns” is enabled by default when not defined.
Map Changes
Updated block zone placement on many maps.
Contact:
Moved Outpost cache positions.
Updated prop fade distances and collision.
Added missing clips to stairs to smooth them out.
Fixed a small displacement seam behind the center building.
Embassy:
Moved a Humvee from Security side to the Insurgent side.
Fixed spawning on the flagpole in Survival.
Kandagal:
Fixed a bunch of clipping issues.
Fixed a displacement seam.
Fixed misaligned brick texture.
Fixed floating window frame.
Updated ambient sounds.
Uprising:
Added missing clips to stairs to smooth them out.
We are releasing a patch today with various improvements and bug fixes. In addition to addressing an exploit in Push, we have greatly enhanced AI behavior, added functionality to the map cycle user interface in the Solo menu, and more. Find the full change list below:
Bug Fixes
Fixed being able to destroy the last stand cache on Push before all objectives were captured.
Fixed human players not spawning in Conquer after a point capture.
Fixed Humble Bundle achievement.
Reduced instances of spawning at the origin for modes that use nav spawning.
Fixed being able to detonate C4 and IEDs in spawn zones.
Being in a block zone as it is enabled should now correctly restrict the player.
Fixed round timer label being cut off in Survival once level reached double digits.
Fixed map preview images being affected by texture quality setting.
Fixed model on main menu not showing the weapon model after disconnecting from a server.
Gameplay Improvements
Once you are dead while playing with friendly AI, you can take them over by spectating a bot and pressing the use key.
Updated the ragdoll code to hopefully reduce instances of ragdolls jumping in the air on death.
When a weapon becomes restricted in a restricted area, explosive priming will be cancelled when grenade is not cooking.
Bot AI:
Improved combat decision-making.
Bots will now more regularly investigate gunshots and nearby footsteps.
Updated night-time vision so bots can’t see you as easily in the dark.
Friendly AI in Solo now use formations and move to cover if they come under fire.
Added an element of randomness to the patrol behavior.
Fixed combat and investigation behavior loops.
Fixed bugs with stance system.
Hunt:
Increased patrol radius around the active cache, so enemy AI spreads around the map better.
When the enemy cache is destroyed the enemy will more successfully investigate the blown up cache minimizing the need to search around the map for the remaining enemies.
Fixed VO in Hunt saying that the wrong amount of enemies are killed.
Reduced enemy count to 15 in Solo mode (this can be adjusted with the console variable “ins_ins_bot_count_hunt_solo”).
Checkpoint:
Increased minimum bot count in Checkpoint so that there are more enemies with smaller player counts (the minimum is now 8 instead of 5).
Survival:
Improved AI patrolling behavior.
Improved cache selection.
M9 increased to 1 supply.
Maximum rounds set to 3 by default.
User Experience Improvements
Improved usability for changing the map cycle in the Solo menu
Added drag/drop support
Added clear/reset mapcycle buttons
Each playlist map cycle state is saved between sessions.
Connecting to a Workshop enabled server will only download the map currently running.
For XInput controllers (eg. Xbox 360 controller), the right thumbstick now emulates mouse input so much more of the UI is usable with a controller.
Removed prop caches from the last stand area in Push.
Spectator glows now render in the scope when spectating a player aiming down sights with a scope.
Spectator glows now factor in weapon upgrades.
Spectator mode now shows the player name in the squad color (green) if that person is in your squad.
Added keyboard hints to spectator mode.
Added titles to each options screen.
Disabled developer console spam on Shitty overpriced desktop/Linux when no controllers were detected.
Content
Updated Sterling, M4A1 and M16A4 animations.
Updated L1A1 material.
Updated Training level.
Modding
Any cvars in a map txt will be reverted to default on map change. This should fix Hunt maps using static spawns after a Hunt map with navmesh spawns is played.
Since block zones and spawn zones can no longer be marked as solid, a func_teamblocker entity has been added if a mapper wishes to create a wall players of a certain team can’t pass through.
Due to changes with the blockzones code, “disablespawns” is enabled by default when not defined.
Map Changes
Updated block zone placement on many maps.
Contact:
Moved Outpost cache positions.
Updated prop fade distances and collision.
Added missing clips to stairs to smooth them out.
Fixed a small displacement seam behind the center building.
Embassy:
Moved a Humvee from Security side to the Insurgent side.
Fixed spawning on the flagpole in Survival.
Kandagal:
Fixed a bunch of clipping issues.
Fixed a displacement seam.
Fixed misaligned brick texture.
Fixed floating window frame.
Updated ambient sounds.
Uprising:
Added missing clips to stairs to smooth them out.