
Zero Hour's Operation Black Dawn consists of new animations, map, features and bug fixes. With this update, we have focused on the quality of animations bringing in new visuals for players and other significant improvements.
New Co-Op Exclusive Map | Paradise City

Paradise City is a very broad sandbox map with a lot of opportunities for engagement. It is the biggest map installment in Zero Hour so far. The map consists of old architecture with many hostile buildings including a secret factory. The ruins area imitate a sketchy territory where the terrorists use as a hiding spot. Paradise City contains numerous smaller plots and cultural references you may discover in the map so exploring is highly encouraged.

The city was reported for suspicious activities, with trucks going in and out carrying unidentified cargo. The terrorists are using these cargo trucks to transport equipment in order to build a bomb. This bomb is meant to destroy the country to rebuild humanity from the ground up. The objectives of Paradise City involve 3 men to kill and secure laptop intel (which is a new co-op objective type). Considering the map being large, you can expect to encounter more suspects. They are spread out around the map protecting the factory. Thus, the new interrogation feature comes very handy at operations like these.
Feature Highlights

Match Scoring System Rework
With Operation Black Dawn, matches will be scored in a new and more team oriented way where playing the round methodically will earn you more score. The current live version incentives killing more than working with your team mates or completing the objective. With this update we are changing that.
So to give a better understanding of the new incentives; You will get incentive for not completely draining your stamina ( Shooting no longer completely drains stamina, max 70 %) in a round and having a minimum of 1 kill or using shield to protect team mates. This incentive can go between 100 - 350 points. Thus, encouraging to play slow and also encouraging the proper use of shield.
In addition to that, defusing bomb will give you 800 points and extracting hostage will give you 1000 points. While kills used to give 250-300 points, it will now give between 100-150 points. Where-as using utilities effectively to damage the enemy will earn you between 50-100 points.
Note: You will be hinted that you have completely drained your stamina when your character will be heavy breathing.
Weapons Modification:
You will be able to select between rails, sights and barrels. This time around you will need to select between IR sights and flashlights as customization for your weapons. This means you will no longer have flashlights by default and will need to carry it with the weapon. The weapon modification menu will be available in the main menu where you can save your settings with every weapon and will also be available in the weapon selection phase for quick changes. This system can also be expanded on with future updates.

Shoulder Tapping:
Shoulder tapping will initiate an audio to the squad member in front letting him know you are ready to move forward whenever you execute it. This feature, however, will only be available for the counter terrorist side.

Free Look:
Free looking will allow players to look around the vicinity without moving your weapon from aimed at target. This movement will be translated of another player allowing more dynamic and immersive experience.

Residential House added in Co Op:
Along with additions of 2 new Co-op objective types, Residential House map is getting added to the list of co-op missions.

Detain Suspects:
You will now be able to detain suspects by the use of zip ties. The Ai will surrender in certain situations but in order to gain points for arresting suspects, you will have to detain them. This will only be available in CO-OP mode.

Preventing Spawn Peeking:
We have added a system in place to prohibit defenders from opening doors leading outside during the preparation phase and the 60 seconds anti-spawn peek period. This would mean if defenders were to try to run out or keep their peek outside of the operation building for that period, they will no longer be able to do so. We have also taken the step to add bullet proof glass for the entrance of the hotel map, to further eliminate spawn peeking.
Procedural Prop Placement:
The Procedural Prop Placement system has been added to the game to ensure the unpredictability of Breach and Clear experience while the layout of the map will remain the same. The props will be placed differently each round so the room to take cover will be inconsistent. Occasionally, this system will also ensure that certain paths are blocked so the same approach does not work twice. As the placements are handpicked, we are trying to make sure that it will be balanced. This also means that the use of UDC will be more vital as things like beds/sofas or other furniture will vary every round. This system will be in both the PvP and PvE portion of the game.

ADS Zoom & Mouse Scroll:
We have received many feedback recently about the ADS Zoom and how many people would prefer it to not zoom when ADS. Its a valid feedback and so we are making few changes. With Operation Black Dawn, The camera will no longer zoom in when ADS. Instead it will require you to ADS & press Alt (Rebind-able) to toggle in-between Zoom in Zoom Out. This serves for the people who do not like ADS zoom-in and also still keeps the option for the people who like it.

In addition to that you will no longer be able to switch between primaries & secondaries with the mouse scroll. It will be used for changing your walk speed seamlessly without having to hold any other button. Of-course you can still switch between weapons with "Key 1" & "Key 2" (Rebind-able)
Suspect Interrogation & Selection Phase Time:
There has been requests by many to fix the on-going issue of finding the last suspect in co-op and so with Operation Black Dawn you will now be able to interrogate detained suspects for them to giveaway positions of other suspect(s). This will give the incentive to try and arrest more suspects than neutralize all. The same suspect can be interrogated multiple times but will have its own short cool down. This should make it easier when the last suspect is remaining as you wont have to run around looking for him. The suspect's position will be given away in the planning table and will be visible for 5 seconds.
Selection Phase duration has been increased in order to provide enough time to ready your load out as modifying your weapon during selection phase is now possible. Note any attachment changes made in selection phase will only stay for the match and will not save. Allowing you to have saved load outs through the main menu and still be able to change your setup in between rounds based on your approach.

Conclusion:

Some of the announced features such as server browser and situational animations for Suspects did not meet their day of light in this update and is planned to release later down the line. We have plenty of new contents lined up for future updates of Zero Hour and we cannot wait to announce more on them soon. Special Thanks to Anirban Aurgha, Justinred87 & BDGxGRIM for helping the animators setup reference for the animations. Thanks to the private testers team for testing out the builds with every internal update to ensure a more polished experience for the public release of the update.
Update Logs
ADDED
- New Co-Op Exclusive Map "Paradise City" ( AKA Ruins )
- New Co-Op Map "Residential House ( Existing PvP Map )
- New Co-Op Objective types ( Secure Document / Secure Laptop Intel )
- Overhauled third person Player & Suspect animations
- Animations for several Suspect AI states (Flash/Fake Surrender/Aggression/Afraid)
- Weapon Modification Menu in Main Menu
- Weapon Modification Menu in Selection Menu
- Cosmetic Store in Main Menu
- Movement speed change option ( Use mouse Scroll to change walk speed )
- Utility selection in Training Ground
- New Weapon ES36, available for the attacking side
- New First person Arm models for Attackers & Defenders
- New shoulder tapping feature ( Press Interact 1 when looking at team member's shoulder )
- New Free look feature ( Hold Alt )
- New ADS Zoom feature ( Press Alt to toggle between zooms )
- New Detaining Suspect feature [Co-Op Only]
- New Suspect interrogation feature [Co-Op Only]
- New Bonus Reward play system
- Custom match ID shown in Scoreboard tab
- Profanity filter check for Profile name
- New Co-Op map theme option ( Plays Map theme music with co-op playthrough )
- New Co-Op casual mode option ( No Penalties / No Points )
- Shooting suspect arm to disarm
- Suspect fake surrendering state
- Horizontal recoil for shooting weapons
- Depth Of Field Option ( Blur around sight when ADS )
- Heavy breathing sound when stamina is drained
- New reload mech SFXs
- New weapon gunshot SFXs
- New explosive SFXs
- New door kick SFXs
- New Round music collection
- New Saving Successful/Failed prompt
- New Join Steam lobby host's match prompt
- (PvP) Incentive for not Draining your stamina completely (+350)
- EULA Agreement for Online matchmaking
Fixed
- Suspects doing a 360 turn unnecessarily
- Several Reported throw utility through spots
- Reported bullet proof objects that should not be bullet proof
- Reported run out detection missing locations
- C2 not break opening double doors together
- Getting killed in power switch you can turn on/off lights even after death
- Can initiate rappel even after death
- Melee offset ( Melee should be more accurate in detecting )
- Melee system hit registration issue
- Military Airport Hostage can't be extracted from the rear
- Selection Menu Resources Desync issue
- Player loading sync delay causing join issue due to miss time
- Opening Settings menu causes player to lean forward in stairs
- Door trap instantly deployed when setting up second time
- Match resetting after match ended
- Stuck in planning table, not spawning
- Planning Table remains during selection phase if turned on prior to switch round call
- Interacting with doors also automatically picks up already thrown pick-able utilities
- Map 5 Bullet proof window collision issue ( Bullets going through at times )
- Map 5 Stairs Wall gap ( Allowing to shoot through wall )
- Map 8 ramp type collider allowing to move up the wall
- Rappel window vaulting can clip randomly at times
- Bomb defusal SFX not playing at times
- Unable Use UDC with non wedge-able doors
- Co-Op Suspect shooting immediately without aiming
- Co-Op Suspect taking cover/taking hostage does not react to getting flashed/ Does not surrender
- Co-Op Suspect flashed not syncing
- Co-Op Suspect jittery rotation
- Co-Op Suspect alerted through curtain material
- Co-Op Suspect walking through glass
- Co-Op Suspect walking beside you to reach destination
- Co-Op Suspect going through shutters in Map 6
- Co-Op Suspect not reacting to gun shots from separate floors even when directly visible
- Co-Op Suspect interacting with doors in separate floors
- Co-Op Suspect teleporting caused by door state changes ( Un-related to desync )
- Co-Op Suspect warp to cover in a separate floor
- Co-Op Suspect shooting in client side before showing hostility
- Co-Op causing excessive server cache
- Possible shooting desync issues
- Planning table not showing interaction alerts when playing alone
- Recoil can be somewhat bypassed with single fire mode
- Being able to shoot through shield by clipping weapon
- Map 7 oversized collider issue
- Map 8 Camera clipping inside basement pipe
- Map 2, Map 3 & Map 4 Rappel issue
- Spawn peek Issue in Map 1 Balcony & Entrance
- Spawn peek Issue in Map 4 Alley
- Spawn peek Issue in Map 8 Back Entry
- Weapon magazine model face issue
- Unable to switch between utility 1 and utility 2 when stamina drained
- Confirmation prompt does not close with in-game settings menu
- Shooting while NVG is equipped does not play pump SFX
- Specific hostages look weird when used by suspect as cover
- Sprinting can cause reload SFXs to play twice at the same time
- Odd throw animation when prone and looking above
- Flares stick's light leaking
- Flash light has a limited distance for render
- Light fixture issues in several maps
- Map 4 several lights leaking out of proportion
- Map 5 Suspects rushing out often
- Map 8 overly Reflective building material
Improved
- Added Suspect active shooter attribute to help detect penalty better
- Added Picking up a weapon and staying alive till the end of round will retain the weapon you spawned with
- Added Steam Host team priority ( You will be more likely to join your friend's team in a match )
- Added Heart beat SFX to local hurt visuals
- Suspects Vertical awareness
- Suspects Alert system
- UDC usage system ( Smoother and easier to use )
- Overall System Optimization
- Map 3,6 Optimization
- AI System Optimization
- Updated Backend Technical System
- Co-Op network call sorting
- Co-Op network safe fail system
- Co-Op Result UI ( More details )
- Region syncs automatically with steam lobby host's region
- Bullet penetration system
- Movement inertia
- Smooth third person direction change transitions
- Smooth Rappel window vault animation
- Weapon Block Detection system
- Short Stocking length
- Camera Clipping and Positioning System
- Overall Data Saving system
- Steam Cloud Save
- Host migration system for better server stability
- Decal rendering system
- Training ground stair collision
- Grounded detection system
- Ragdolls are moved with bullet fire force prior to dying ( Most noticeable with shotguns )
- Suspect ragdoll physics
- Member name detection
- ADS and reload animation transitions
- Round reset mechanism
Increased
- (PvP) Match point for Extracting Hostage to 1000 points
- (PvP) Match point for Defusing Bomb to 800 points
- (PvP) Match points for using utilities up to 100 points
- Anti Spawn peek period to 60 seconds
- Selection Phase duration in Quick match
- Bomb Defuse SFX volume and range
- Stamina Drain for sprinting by 20%
- Suspect AI talking probability
- Suspect AI faster weapon spray regain
- Suspect weapon collection
- Default weapon weights
Reduced
- (PvP) Match point for getting Kills
- Prone movement speed
- Suspect Turning speed
- Suspect AI whistling probability
- Door Trap effect radius
- UDC render resolution
Changes
- All match points reset
- Wearing Armor will only protect the chest and stomach portion of the body
- Defender side can no longer open doors leading outside prior to anti spawn peek period
- Darker ambient lighting when lights are turned off
- Can no longer interact with doors when hands are busy (Ex. Reloading/Checking ammo)
- ADS speed based on movement state
- Wont be able to shoot when transitioning between crouch & prone
- Shooting any form of explosives will explode if shot upon
- Explosives now damage through penetrable objects
- Reworked Weapon spray system
- Co-Op Map 8 now has another objective added
- Co-Op Suspect mentality has been reworked to play more defensive and smart
- Co-Op Suspect weapon block state was added to avoid flash light leaks
- Co-op Securing weapon, ammo refill has been reworked
- Added bullet proof glass texture to bullet proof glass doors
- Added take back item animation
- Stamina drain for shooting will be limited to 75% of the stamina
- Removed ability to initiate rappel when falling
- Removed ability to kick door when using ballistic shield
- Removed ability to defuse bomb when using ballistic shield
- Removed ability to check UDC when in high ready position
- You will lose weapon resource if you die in a round
- Renamed Co-Op "Continue" prompt to "Return to Menu"
- Map 3 & Map 5 Entrance windows are now bullet proof
- Suspects wont shoot when they are speaking
- Changed flash bang effect & lasts longer
- Removed Quick match option for family share
- Sticky utilities will no longer stick to doors or objectives
- Corrected Map 1 Roof Top door overlapping
- Corrected "COOP" to "CO-OP" during selection phase
- Corrected "Doorwedges" to "Door Wedge" during selection phase
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
