I will be rolling through updating servers starting at 1 PM Eastern. It usually takes me 30 minutes max to get them all done so watch for them going down and then make sure you get the latest download by restarting Steam.
Reminder that this may overwrite your saved data with the defaults so if you have special loadouts assigned to the slots, you will need to go into Armory and reset your preferred loadout before joining or by using “I” when the round starts.
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Patch Notes 03 December 2015
This week’s patch focused on fixing the crash bug and adding some features to the new Extraction mode. It also includes a weapons bug fix and optimization to Temple.
As the community gets more play time on the Extraction game mode and provides feedback, we will be watching to see what round logic or other changes need to be considered for future patches.
New/Adjusted Features:
Extraction:
- HQ announcements specific to Extraction were added
- Crash bug was fixed
- Mode name on Round start now reads Extraction
- All hit regions are now active on the Hostages so they can be wounded or killed by body and leg shots as well as headshots….be careful!
All Modes:
- Fix for round logic issue where last man standing aborts, suicides or unclaimed grenades allowed the clock to continue. If any of these events happen now, the clock will end and the win be announced.
- Fix for grenade ownership after death.
- Fall damage deaths no longer appear in kill feed
Temple optimizations:
The devs analyzed the fps drains in Temple to determine what could be done to optimize. Three main culprits were rendering of sun, tunnel lights and the large quantity of objects within the map itself. After much work, many adjustments and tests, they have been able to effectively double the fps on Temple for this patch. Noteworthy is that result is in Production lighting which is the highest available. As an example, my GTX 660 Ti went from an anemic 13-19 fps (depending on location) to 33-46 fps and this with all settings on highest. Additional work will be done on the tunnels in the future to further enhance fps.
- A lot of work was done on sun light source with changes to baked vs dynamic lighting for specific objects to reduce shadow cost.
- Increased dynamic shadow distances so grass does not appear unlit after 30 meters.
