Update v0.14.1.0 Changelog
Steam
                             March 26, 2025
                            
                                 Steam Community
                            
                        
                    New DLC Content
Administration
- Server now prints player chat messages to its log file for moderation purposes
Core
- Fixed player kills not increasing in the scoreboard
- Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world
- Fixed some inconsistencies with player VOIP handling on death
- Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios
- Fixed several collision issues with walls and corners
- Fixed floating foliage on several maps
- Fixed Spawn Protection Volumes set to opposite flags
Core Art
- Impact crater reimported with optimized version
- Re-imported Normandy grass clusters with adjusted vertex paint applied
Characters
- Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure
- Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader
Construction System
- The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead
- Optimizations to construction tool when not equipped
Maps
- All maps have received an optimization pass
- Created Non Enterable versions of all Desert buildings
- Rebuilt HLODs for all maps
- Regenerated navmesh for all maps
- Remaining buildings that were old versions have been replaced
- Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance
- Fixed swimming volume on Jaziira
- Fixed several mesh placements in all maps
- Fixed tree collision on Carentan
Medical System
- Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit
Vehicles
- Added vehicle-specific HUD, active while driving a vehicle
- Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle
- Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off
- Fixed a crash when a bot would enter the driver seat of a vehicle
- Collision volumes for all vehicles has been polished
- Physics assets have been optimized
- Center of gravity adjusted on several vehicles
- Missing vehicle wreck collisions added to wreck meshes that had none assigned
- Disabled vehicle third person camera by default (now editor-only for testing)
- Disabled vehicle wheel blur functionality until transparency sort order issues are resolved
VFX
- Rocket smoke trail optimized and reduced in size
- Shell casing particle effects optimized
- Fixed issue where shell casings would collide with spawn protection volumes
- Scaled down tracer rounds from .5 to .3
Weapons
- Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions
- Fixed several issues involving a player's weapon clipping into a wall when wall mounting
- Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them
- Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable
- MG Recoil slightly reduced
- Updated M249 texture
SDK
- VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs
- Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones
- Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors
- Marked vehicle 'TeamNum' property as 'Expose On Spawn'
- Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'
- Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue
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