Hey Everyone,
It's time for the first update in our two-day major patch cycle, and we've got a pretty massive update ready for everyone, with a new type of primary weapon, 2 new perks, tons of fixes, and a big balance sweep - read on for the full patchnotes!
Improvements & Additions
- Added the Vityaz SMG. -Firing controllable 9x19mm parabellum rounds from either of its dual 30 round mags, the Vityaz is an effective close quarters weapon. -At range, the Vityaz' damage starts to drop off at 60 meters, combined with its poor accuracy, you won't be making many long-range kills with it. -The Vityaz has the highest chance of any primary weapon to spawn in low residential spawners
- Added the Medic perk, which increases the amount healed from bandages by 400%. The medic perk can only be unlocked once you've reached level 10.
- Added the Martial Arts perk, which lets you perform a knife-hand strike (animation is still a WIP), for twice the damage of a normal punch. Unlocked at level 10
- Players can now join in-progress servers to spectate
- Rocks now deal a lot more damage
- When viewing item tooltips, the tooltip will also show the amount of that item you have (so, the amount of ammo you have, for mags)
- Added first-shot recoil to some guns when firing in semi-auto or burst
- Levels now have a use, to unlock some new perks.
- Decreased Scout spawn rate
- Increased Makarov mag spawn rate
- Choppers should now fly through the middle of the map more often (and therefore drop their weapon crates closer to the middle of the map)
- Set minimum players required to start a game to 5
- Improved AK ironsights
- Buffed snake movespeed and chase distance
- Increased perk point cost of the "Healthy" perk
Bug fixes
- If the game has started, players will not be added to the "players left" if they join
- Rebaked occlusion culling
- Fixed various null reference exceptions on the server
- XP/Cash is now actually rewarded on round win
- Improved animation transitions, so changing from a secondary>primary whilst running will no longer bug out
- Increased shadow performance on lower settings
- The server will now accept requests to connect if the round has started (for spectating)
- Removed some useless debug logging
- Bushes and trees shouldn't be pink anymore on DX10 GPUs (let us know how this goes)
Known Bugs
- The client-side "Players left" UI can sometimes report the wrong amount of players left. This is only a visual UI issue.
Now that we're reaching a good point in terms of stability and core features, we can & will be focusing on bringing more new players into Down To One - playerbase is now a major focus for us!
Don't forget to follow us on Twitter for minute-to-minute status updates and notifications of when games & events are starting.
We'll see you in-game!