We are issuing a patch today to begin the weapons tuning process and continue animation tuning. This patch also includes a large number of bug fixes to improve the communities play environment.
Servers will be offline while the update is migrated. Please restart Steam to allow the game to update. Anyone who experiences issues should run a verify on their game files before posting bug reports:
- Right-click on H-Hour in the Steam Library and select Properties.
- Click on the Local Files tab.
- Click on Verify Integrity of Game Files and let it run to completion.
Please ensure you report any bugs you find using our bug reporting template, available on our forums or steam hub. We appreciate your efforts in helping us improve H-Hour. Green up!
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Patch Notes - 3.0.42
New:
KBM Players can now use their "alt Fire" button (right-click) to force "guns hot" without shooting.
Updated:
Weapons Tuning Begins (Rifles up first)
We will be using relevant feedback on the changes to rifles so we can create a baseline to begin work on our other weapon classes. Please let us know your thoughts in a meaningful and constructive manner,. When you comment, please also keep in mind that the goal for weapons tuning is to maintain the SOCOM feel the team has worked so hard to create.
Rifles now:
- Reward tap and short burst fire with quicker recovery of crosshair stability,
- Overall have improved accuracy due to lower spread/recoil rates,
- Are better balanced for controller users with the recoil changes,
- As in real life, settings vary to reflect stability of rifle type,
- Reflect ammo/weapon type better for damage given on various body areas.
- One shot, head shot kills remain and messaging for headshots better reflect this.
Animation Tuning:
- Lean stationary now is more aggressive in stand and crouch with rifle and pistol. This allows players to stand closer to objects and lean, lessening shot blocked situations.
- Tweaking of the “Jump while moving” framework to improve appearance. Additional work still planned for height/float once window solution in place.
- Tweaks to some animation sequences to prevent Player going "guns down" while still shooting (team is still verifying if any other animation overlap events exist)
Messaging:
V2K messaging now broadcasts only to team involved
Weapn Sound Distance Tuning:
Adjustments were made to sound travel for weapons
Bug Fixes:
Bug (543)
Fixed Dive 2 Prone locking out player input in some instances
Bug (540)
Fixed Planting/Defusing bomb (or canceling) sometimes locks out player input
Bug (538)
Fixed changing FPV/TPV while inside smoke grenade area removes the effect
Bug (535)
Fixed UCR hosts consume 2 ammo for every shot
Bug (519)
Fixed Collision issue with Terrorist Upper Tunnel Exit allowing shooting through wall corner while looking down the path to the SOF Spawn
Bug (486)
Fixed Player in "Flying Mode" if performing a complex series of events.
Bug (539)
Continued work on "weapon jamming" while spamming fire button, such as in attempts to burst fire. Ready for public feedback.
Bug (542)
Fixed late joiners still in Lobby Armory at Match End having the armory UI permanently in the background
Bug (544)
Fixed changing between First/Third person view during animation canceling animation
Bug (544)
Fixed dismounting ladder while switching perspective causing player to become "stuck" in animation.
Bug (521)
Fixed breach objects so damage is dealt on the opposite side
Bug (401)
Allow shooting while dancing
Bug (537)
Fixed crosshair glitch on moving and triggering lean