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Update 0.36 - Introducing the Triple Barrel

Hey Everyone,

They say 3's a lucky number. With tonight's patch, it's time to put that to the test, with the introduction of the triple-barrel shotgun!
As well as a new weapon, we've got some spawn changes, plenty of bugfixes, improvements to betting, new pathfinding, and more!

Read on for the full patch notes.

Additions and Improvements

  • Added the triple barrel shotgun -Firing 12GA shells (buckshot by default), the triple barrel shotgun can fire 3 shots in quick succession -Want to load up a couple of slugs, and then a buckshot shell just in case things get hairy? Each shell in the triple barrel is simulated, so you can load in any combination you want
  • Refactored weapon scripts
  • Added 12 Gauge Slugs -Effective out to a few hundred metres, two of these slugs to the chest will stop most players dead in their tracks
  • Added 12 Gauge Buckshot -With a damage dropoff starting at 15 metres, this 8-pellet shell is effective at close quarters only
  • Decreased Vityaz spawn rate in military areas
  • Added new Navmesh pathfinding for snakes -As part of the framework for future AI in Down To One, snakes now actually pathfind, instead of beelining to their target. This is a general nerf to snakes, as there will be some situations where snakes are unable to find a valid path to a player.
  • The playable area now starts 60 seconds later -This should give players a bit longer to explore the map, and increase the viability of heading towards areas like Doda or the Secluded Well
  • Removed shadows from minimum quality settings
  • Bloom no longer applies until "Medium" quality setting is chosen, this should give a nice boost in performance to GPU-bound systems running on Low
  • Reduced primary weapon spawn rates at some low residential spawners
  • Reduced Silenced 1911 spawn rates in some houses

Bug fixes

  • Fixed 2nd + 3rd place bets not working
  • Improved betting error messages
  • Increased the size of the scout model, and removed the shadow it cast when "invisible"
  • Fixed another condition that could cause scoped weapons to bug out when ADSing
  • Fixed interaction events not being reliable - this should mean less invisible weapons -We're also pretty close to finding a solution to the "invis-weapons-after-joining" bug - this should be fixed by the next patch
  • Server-side RAM + CPU optimizations

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We'll see you in-game!