
New Animations & More
Our most prominent feature of update part 4 is the rework of animations. Now every weapon and other utilities has it's own unique animations maintaining correct pacing & style. We attempted to achieve a realistic & grounded look along with it being smoother & polished.
- Ammo Check
We have removed the ammo count from the UI and added an Ammo Check usage where players now have to manually check their remaining ammo. Keeping count of your ammo is now beneficial and players will be faced with slower and intense gameplay.
- Door Kicking
Another way of barging into rooms by the use of kicking down doors. This will be effective if you don't have the gadgets to breach inside. If a door is fitted with a door trap, you will still be able to kick open doors but you have to kick it multiple times.
- New NVG Changes
The NVG is getting a new look with lights being less intensive and with a view change . The player will no longer be able to direct ADS when utilizing NVGs, instead you will aim the gun in a canted position, making players with NVGs to be less consistent.
- New Reloading System
Reloading a weapon now has two different ways; Tactical reload and Fast reload. Tactical reload is a slower way of reloading but you will be able to keep the magazine. With fast Reload, you will be able to reload your weapon faster, but most importantly, you will drop your current magazine, leading you to lose ammo.
- CO-OP Changes
Players now will have the option to skip the planning phase and deploy. Co-Op will have all weapons from PvP. Defenders have exclusive weapon like the Rattler which will now be available when playing Co-Op.
Audio
The gun sounds have ben redone to make it round realistic and satisfying. Each shot will now sound meaty & effective. With the new ambient system, we worked on the surrounding ambient noise within each map, including utility SFX. Each map will sound like where it's supposed to be and indoors will have object noise such as a ceiling fan.
Visuals
We added new VFX changes which will include new barrel effects along with many more environmental particle effects to enhance the overall look of all Zero Hour’s visual aspects. Every map has it's improvement in detail with our own vegetation to feel more lively.
In Update Part 4, we focused on Zero Hour's quality improvement establishing the overall quality of the game, where players can feel more satisfied and have a smooth and fun experience.
Conclusion
In Update Part 4, we focused on Zero Hour's quality improvement establishing the overall quality of the game, where players can feel more satisfied and have a smooth and fun experience. We are excited to show more updates that we have planned for the future. We really appreciate and thank the community for the unconditional support and love for the game. With Part 4 we are focusing completely into improving the quality of the game and polishing out the issues.
Update Logs
Global Log
- ADDED New animations
- ADDED New audio
- ADDED New VFX
- ADDED New UI
- ADDED New Soldier V/A
- ADDED New Weapon “Kyanite”
- ADDED Zero Hour Manual
Change Log
ADDED
- Join Ongoing match
- Auto Team Balancing
- Dual Utility/Gadget usage system
- Menu Music plays even in lobby
- Ability to walk slowly when Rappelling
- Stamina Drain for burst sprint
- Stamina Drain based on current weapon weight
- Hide UI “Only Prompts” Option
- Map 1 Back door entrance
- NVG Transition animation
- NVG Physical appearance
- IR Laser when deploying with NVG
- Upto 90 FOV option
- Switch Fire mode
- Hit screen blood effect
- Menu Music selection option
- Ma_rv Edition Soundtrack
- Planning phase skip option (PvE)
- Retry option (PvE)
- Secondary Selection option (PvE)
- All Primary Selection options (PvE)
- New Camera shifting system
- New Weapon inertia system
- New Weapon turning system
- New Sound Management system
- New Reverb area system
- New Weapon SFX
- New Weapon Foley SFX
- New Ambience SFX
- New Melee hit SFX (based on surface)
- New throwable throw SFX
- Suspect Voice lines (PvE)
- Ragdoll body SFX
- Spatial to general movement audio
- New Shotgun model
- New Deagle model
- New Glock model
- New Holographic sight model
- New Acog sight model
- New Door models
- New Door Broken Handles models
- New Muzzle VFX
- New Cartridge Eject VFX
- New Barrel Heat VFX
- New Magazine Management system
- Ammo Check system
- Deagle / glock / AK in training ground
- Kick down door system
- Option to cut door trap wire
- New Prompt UI
- New Planning Table icon in the lower right corner when playing as CT
- Visible ammo in Mag based on ammo amount
- Bullet decal randomizer
- Loading Screen tips
FIXED
- Reconnection to match
- Hostage teleporting if you run towards it (PvP)
- Binding space does not work
- Starting match as host without self loading first
- Ping is bright in NVG + Bloom
- Suspect not updating as hostile when in cover (PvE)
- Suspect shooting an Officer not syncing (PvE)
- Map 4 Specific rappel axis issue
- Getting a penalty for shooting a suspect that has meleed
- Gun Floating when dead (PvP)
- Weapon repositioning before ADS
- Rappel Look away in certain angles
- Map 2 Toilet window wrong surface
- Door wedge in non breakable doors (PvE)
- UWM Match end UI displacement
- UWM Loading Deagle displacement
- White line under the settings menu
- Secure weapon SFX not playing through the right channel
- Melee Distance
- Prompt not updating based on key binds
- Door Trap instant setup if running between it
- Hit direction not showcasing accurate direction (PvE)
- Suspects turning around when moving 360 (PvE)
- Specific plant collider issue
- Map 4 Side Alley spawn height too high
- Lobby Sync issues
IMPROVED
- Co-Op Sync interval x2 faster
- Door repositions in Breaking Meth for better accessibility
- Improved Message for Maintenance Server issue
- Rappel rope blocking view when aiming
- Camera zoom not matching up with ADS animation
- Smoother Switch Weapon to ADS transitions
- Team switching system in High Ping or Low FPS
- Melee when proning
- Door audio origin position
- Suspects shooting before turning completely
- ADS Transitions
- Weapon ADS Alignments
- Host migration system
- Main Menu blogs scrolling unnecessary amounts
- Correct prompt showing when vaulting for rappel
- Secure weapon trigger radius increased
- Selection Menu “Gadgets” Renamed to “Utilities”
- Renamed “Coop” to “Co-Op”
- Suspects can no longer headshot officers (PvE)
- Suspects locomotion animation (PvE)
- Overall Visual optimization
- Keep lobby even after match start, auto join match if in lobby
- Accurate weapon aim representation
- Acog sight vision
REMOVED
- AFK system in Training Ground
- Can Breach door even if shotgun is blocked
- Reload Prompt
- Separate weapon turn animations
- REDUCED
- Leaning Speed
- Prone Transition Speed
- Crouch Transition Speed
- Magazine Refill amount in Training Ground
- Head bobbing Effects by 95%
- Defender Default resource amount per Utility from 5 to 3
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links.
Discord Global Community : Zero Hour Official
Discord French Community : Zero Hour France
