Source: Steam Community (opens in a new tab)
General
- A new social gamemode will start Friday - One In The Chamber (live for 10 days)
- Added C4, RPG, Molotov, and Flare Gun to operations. AI will flee if lit on fire, and will attempt to walk around patches of flaming ground. The flare gun will attract the AI if fired on the ground, and to a greater degree if fired into the sky.
- We now have a karma system in place that detects when you are not being nice to your teammates. It is both automatic and requires user intervention. If this system is triggered, your victim will be given an interface that will allow him to "Forgive" or "Punish" you. With enough punishment, you will be removed from that game.
- Falling damage was meant to be disabled on Shooting Range and Free Roam, this was reversed - it was off everywhere else and on for those modes. This has been corrected.
- Vote kicking now requires a majority of your team to pass, or a majority of the entire lobby (including enemies) and at least one player from each team to pass.
Vote kicking is no longer possible when only two players are in a lobby, as the majority would be a single vote.
- Master clients in public Shooting Range and Free Roam lobbies can no longer kick players on their own.
- You can now mute the voice chat of individual enemies in the tent. This does not affect their voices in game.
- The audio of grabbing and holstering pickups now adjusts its volume based on hand velocity, so you can slowly unsheath a knife for stealth.
- Updated our Photon Networking library, adding many bug fixes and much improved stability.
- Improved performance of projectiles and projectile penetration.
- Damage boundaries are now shown on the tablet map during Uplink Assault.
- AI should be incapable of damaging themselves now. They can still damage each other.
- Getting tasered will disable your radio for 15 seconds.
- Smoke grenades are now allowed to be primed prior to spawn jail expiring.
- Tweaked grenades to be slightly easier to use for Vive Wand users.
- Improved performance when passing a ballistic shield from one hand to the other.
- Slow players and AI down when they enter water.
- Fire can be put out by entering water knee-deep instead of head-deep.
- Refactored how we pool objects, greatly improving performance in some areas of the game such as bullet holes.
- Made it easier to do a press check on all of the weapons.
- The material of chambered shotgun shells now matches the ammo type used.
- Fog on Snowpeak no longer appears in the loadout tent.
- Lowered player minimum height.
- Made the shield easier to grab while holstered.
- Players can no longer sprint while bleeding.
- Replaced the picatinny rail on the AKM, SVD and the AS VAL with a russian to picatinny rail adapter.
- Added ironsights to the M40A5.
- More accurate visualization of bullets in a magazine.
Fixes
Fixed many AI spawn points being off the navigation mesh, which resulted in them being stuck the moment they spawned.
Fixed juggernaut AI breaking on Jungle and Abandoned, causing him to be unresponsive.
Fixed scoreboard in spectating mode showing spectators like regular players.
Fixed scoreboard in spectating only showing one team at times.
Fixed logic issues with disabling uplink in competitive lobbies.
Fixed objective not visible in spectating mode.
Fixed round time getting out of sync in spectating mode.
Fixed autostart timer being unreliable.
Fixed delay on lobby counts when hovering over a multiplayer playlist.
Fixed firing flare spawning one flare per person in the lobby.
Fixed flare visuals disappearing at odd times.
Added new firing sounds for flares.
Fixed flares showing up through the fading animations when enabling and disabling night vision.
Fixed the size of the AKM12x and the M39.
Fixed random events (dust storms, jets, helicopters, etc) not functioning outside of the main menu.
Fixed the social mode countdown time being slightly inaccurate.
Fixed the G17 slide to work better with the red dot sight.
Fixed players automatically crouching when they look down.
Fixed players getting stuck in the loading scene.
Fixed enemy volume outside of the tent being affected by the team chat setting inside the tent.