Here are your patch notes for this mornings update.
New or Improved:
- Added wasd to input key selection in Options
- Added bomb icon for demolition mode to show bomb location when player is in range, shows for initial location and when dropped
- Bomb explosion now kills those within a set radius
- Character dialog volumes improved
- Work on skin tones on characters
- UI button cool down added to prevent crashes
- Fix non weapon death crash
- Increase size of teammates tag when at a distance
- Removed round score from scoreboard
- Ping fix to show proper ping values
- Fixed collision on telephone poles
- Redid tree collision to prevent sticking
- Added blocking volume to terrorist spawn
- Add game timer and round info widget (delay to allow switch sides, allow joins before ready to avoid conflicts)
- New player slot widget to share color codes with lobby and score menu
- Moved audio and effects to match the tree in Sismis that had moved
- Animations added to player equipment straps when moving
- WolfRun ambience updated in terrorist base
Bug Fixes:
Bug 243 killfeed should always return the proper weapon
Bug 257 lobby travel next map join glitch (late join lobby glitch when players were late switching)
Bug 263 blocking volume to some roofs in Sismis
Bug 175 Sismis soft spots, confirmed fixed in earlier builds
Bug 275 Stuck on trees fixed
Bug 281 WolfRun softspots in terrorist spawn, added blocking volume
Bug 266 stuck on rock, rock was moved
Bug 172 collision issues, all have been fixed
Bug 287 Server list display ping
Bug 231 Camera movement when moving right/left/right
Important Notes:
The studio and development team are aware of the requests to improve hit mechanics. Here is a repeat of Kevin's response to the comments on this issue for any who missed it:
We hear you about the hit detection. We are working on it. Hit scan would not solve the problem (at this time). This is a larger problem related to network prediction. Network prediction helps deter the problems associated with network lag. As an example, the client sees a running player in one location but the server sees him a meter ahead of that, thus making it difficult to shoot him. This makes it feel like you have to lead the shot but in reality you are predicting where the player is on the server. We are bringing in a team of network prediction experts beginning next week to start taking care of it. This also encompasses the issue with the jittery spectator camera. We want to get this fixed as soon as possible.
Hitscan and weapon mechanics will be reviewed after these fixes are implemented.
