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Patch Release 2.9.2.12 - 07 February 2017

I will be bringing the servers down at 12 EST to roll out the latest patch. As usual, make sure you grab the patch before joining servers and if you see any issues, try running a verify on your files (right-click game, select Properties, go to Local tab and click on Verify integrity of game cache).

This patch has a good mix of new content, improvements on existing content and a large number of bug fixes. Enjoy!

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Release 2.9.2.12 - 07 February 2017

New and Updated Features:

New Feature: First Pass for Added "Spoils of War"

  • Characters now retains picked up weapons in a round for the duration of the match unless they die or change their inventory selection
  • Weapon ammo transfer on picked up weapons
  • Characters cannot pickup equipment items intended only for the opposite team (EX; SOF cannot pickup PMNs)

Ancillary Fix: Invalid Team Loadouts when changing sides

  • During review and changes to inventory a potential solution was found to the issue of having the wrong team loadout when switching sides – extensive testing could not replicate the issue, we will be monitoring community feedback to ensure this bug is fixed

New Feature (119): Dropped Equipment items can now be picked up if player has that item equipped & room in their inventory

  • Dropped equipment items can now be scooped if a player has the applicable slots and room to pick them up
  • For an item to drop; killed players must possess the item in at least one inventory slot, and at least one item count in inventory. In other words, a killed player that didn't have any grenades left in their inventory will not drop one to be picked up
  • Applicable items are automatically collected when passing near them (no need to use a "pickup" action)
  • Only items that a player has in current inventory (and available room) will be collected. For example, a player with max allowed grenades will not be able to pick up more and a player who did not equip Flashbangs cannot pick up that type of equipment.

New Feature: Grenade slot stacking action

Additional code was added to link throwable slots and allow for stacking. This means players can access one slot and throw all stacked throwables. For example, 2 slots of flashbangs, grenades or smoke would stack. This does not include other equipment such as placeables.

Community Request: 3rd Pass at grenade (M67) amounts (THIS IS A TEST AND NOT FINAL)

  • With the addition of grenade scooping, the team decided to allow the playing community to test a much-requested change to reduce Grenades per slot to 2. We will be monitoring how this is received on the servers and whether there is an impact on gameplay.
  • No decision on grenade counts will be made until testing by the playing community is complete. Development needs feedback and in game test results to determine whether this is the correct solution, the old counts should return or if options need to be developed for use going forward.

Improvements to the auto spectate system to address reports of inconsistent behavior

  • Auto spectates to next character upon player death
  • Does not auto spectate to next character upon death, if the player manually spectates to next player
  • Auto spectates to next character when the character being spectated dies unless person spectating has manually moved to next player

NOTE:

Be attentive to occurrence of "Spectator Glitch" at Round/Match start (expectation is no Spec Glitch)

Increased Character's Left Lean animation

Modified the animation so that the character leans a bit further to the left to better work with the correct shot origination from weapon as weapon is on the player’s right side.

Updates for In-Game Characters -- Lucky, Nebojsa, Borysko, Al-Qadir

  • Fixes to models were completed to smooth surfaces and add an extra channel to target model parts requiring opacity
  • 3D graphic work was needed to address severe flaws in some of the Terrorist normal maps. Re-texturing of the models was needed post fixes so a significant amount of time was spent on camos, skins, and improvements to the appearance of the characters.
  • Content was imported and adjustments made to obtain best results in engine.

Updates for Hostage Characters-- Bill, James, Tina

  • 3D graphic work was needed to address severe flaws in existing hostage normal maps. The artist also livened up the hostage appearance during this rework so retexturing was completed for clothing, skin, and hair.
  • Content was imported and adjustments made to obtain best results in engine.

Improvement to In-Game Inventory menu

Round start inventory selection menu and dead pool inventory selection menu both now feature an Accept and a Cancel button. Previous single use Close button did not allow for granular instructions to be passed to verify player’s inventory change intent so at times the change was not acted on.

Updates to Sismis Environmentals

  • Color tone in map was changed to lessen the color transference on objects and characters
  • Adjusted skylight settings
  • Adjusted fog level, intensity and view distance to lessen the dampening effect to lighting that was prominent in this map and interfered with other intended effects

User Created Rooms (2nd pass):

New Feature: Automatic port forwarding (for UCRs) via UPnP

  • When creating a UCR, the game will now attempt to automatically open necessary ports IF UPnP is supported and enabled on your router
  • If the game encounters issue with automated port forwarding, entries will be recorded in the game log file

NOTES:

(1) Players on the same local network (using same modem or router) as the UCR host will not likely be able to see the room due to NAT related limitations

(2) Troubleshooting UPnP functionality on a player's network hardware goes beyond the scope of the game, Epic, and SOF.

(3) This is just one item in a long list of UCR related issues, and players wishing to use UCRs need to be aware that this does not fix those flaws. Ex, Setup to run multiple maps is complex at this point, hosts cannot use Armory and much more. Future fixes will target the remaining UCR issues and until then, they are not recommended for use.

Temp Bug Fix: UCR Host accessing Armory in Lobby causes host to crash which disconnects other players

As a temporary solution to this crash issue, the UCR Host will no longer be able to access the Armory from the Lobby. Other players who join the hosted room will be able to access the Armory as usual.

For the Hosts:

  • Inventory changes can be made in-game at round start or in the dead pool for now.
  • To set characters or camos, do so in Profile/Armory from the Main Menu prior to creating the UCR.

Bug Fix: UCR Host seeing grenade arcs of other players

UCR Hosts will no longer be able to see throwable arcs of other players.

Game Bug Fixes:

Bug Fix(): Throwables (Grenades, Smoke, Flash, etc) and Arc behave differently in First & Third Person Views

  • POV dependent logic has been removed, as it is not relevant to use of these items
  • When switching views the origin point will reflect the view but the end-point will stay the same across all views

Related Bug Fix (): General Issues related to Throwables Arc, & POV relationships

  • Arcs now match up with the starting location of the Throwables
  • Arcs better match the Throwable's trajectory
  • Arcs maintain direction when changing from Third & First Person views
  • Arcs properly update location across various stances & leans and when using different throws (Long vs short)

Bug Fix(289): Reported changes in crosshair location when changing POV repeatedly on nearby objects or at high/low angles from character

  • Improved the logic for crosshair location tracking to better accommodate the scenarios provided in the video evidence for this bug
  • Moving in/out of 1st/3rd POV repeatedly on nearby objects or at sharp angles will better handle tracking. Some scenarios may present a small amount of drift, but should no longer be extreme changes like suddenly looking at the ground when switching views

Bug Fix(290): When changing POV, crosshairs try to stay on obstacles behind player when they are in the Line Of Sight from camera to crosshairs

If an object behind the character is in the Line Of Sight between the camera and the crosshairs (such as door frames, window frame, foliage, etc); the camera will not attempt to stay looking at that object when switching views. This issue was mostly related when switching from 3rd to 1st person views

Bug Fix(011): Shot Blocked indicator showing up for objects between camera and crosshairs that are actually "behind" the character

The same corrections for bug 290 where applied to the "shot blocked" logic to prevent the red "X" appearing on objects behind the weapon/character

Bug Fix (021): PMN Mine Glitch Fix

Due to the nature of the existing framework; the ability to switch from grenade immediately at release as reported for this bug cannot be avoided. However, we were able to improve the code to prevent "exploiting" this weapon swap. Players using this tactic will now place a PMN mine and their inventory count will be reduced by 1 whether the animation plays or not. Once the PMN inventory is depleted, no further mines will plant.

Bug Fix (043): PMN mines disappear at player death

PMN mines will remain after death for all modes except Respawn and the planter will be awarded a kill when applicable

Bug Fix (): PMN mines don't explode when character legs (in prone) go over them

  • If a player prones and moves his legs or other body parts over a PMN mine, it will now trigger
  • Rotating (turning) your character next to a PMN mine without contacting it will not trigger the mine

Bug Fix (057): Ammo Count for Grach & Glock 19 pistols does not reflect typical count for these weapons

  • Grach 443 ammo count per magazine set to 17 rounds
  • Glock 19 ammo count per magazine set to 15 rounds

Bug Fix(145): Actions can no longer be executed through walls

  • Improved logic in the action system to check for obstacles (like walls) that should prevent the ability to perform actions
  • This should correct issues of being able to pickup weapons, bombs, etc when these actions should be blocked

Bug Fix(157): Weapon Swap Action icon graphics do not match the weapon being picked up

  • Created weapon swap action icons for each Primary/Secondary weapon to now be used instead of the previous default icon
  • Action framework changed to incorporate these dynamic images

Bug Fix(036): Mines vanish if placed off ledges

  • If a player plants a mine on an accessible ledge, the mine plant action will process
  • Attempting to plant a mine in an unaccepted location will no longer consume the mine from inventory
  • To avoid confusion, the planting mine animation will not play either when attempting to plant in an invalid location

Re-Bug Fix(277): Grenades falling instead of being thrown

  • Fixes to other throwable related bugs, allowed this issue to return
  • The problem has been revisited and corrected once again

Bug Fix(008): Grenade through wall exploit

Throwables are spawned at the proper hand locations of the player (Preventing players from throwing grenades through walls)


Bug Fix(132): Unable to throw grenades downwards

  • Grenades can now be thrown in a downwards direction, such as when above an object or player, like the 2nd floor of a building or on a hill.
  • Expected result is that you should now be able to aim throwables downwards to a reasonable degree. With KB/M, Alt Firing (short throw) grenades should be able accommodate any distance gap for very close downward angles

Bug Fix (001): Able to Hang off ledges and buildings too far

  • Tuned the character so that it falls off ledges if the center goes too far away from a surface
  • Surface area must be sufficient to hold the character
  • This change also required balancing the tuning with the jump system (no changes to animations) so players will need to adjust how they jump through or over obstacles.

Related Bug Fix (004): Player able to stand on "invisible ledges" at certain Apothecary windows

Fixed by the same changes for Bug 001

Bug Fix (002): Ability to look over 2nd floor walls in apothecary building (Sismis) when in third person view

Player Camera is now blocked from allowing the player to use the TPV Camera to look over the wall at the stair well in the 2nd floor Apothecary building

Bug Fix (072, 073, 078, 082): Sismis – Various Collison reports

  • Corrected a collision on the stairs
  • Corrected collision on pallet by wooden shed near Terrorist Spawn
  • Corrected collisions on Railings of middle Sismis building, 2nd floor
  • Corrected plank ramp spacing in middle Sismis 3 story broken building (Coffin building)

Bug Fix (126): No camera collision on Middle Factory building inside corner beams

Fixes introduced to prevent the camera issue as seen here [H-Hour] Camera Block Bug

Bug Fix (101): Temple - Collision blocking Window

Fixes added to correct window blocks seen in this video - HHour Temple window bug

Bug WIP (024): Legs go through walls when prone

  • Improvements to character logic to better accommodate prone movement
  • When on flat surfaces, characters legs will not backup into (through) obstacles, same goes when turning
  • This is a Work In Progress and is not complete. More work will be done in future patches to accommodate slopped terrain (like hills & stairs)