Developer postOriginal post (opens in a new tab)

Patch 20050

Fixed:

  • Broken UI scaling prevents the buttons to be clicked on first start(s) (to be validated, please contact us on Discord if you still encounter that problem)
  • Minimap icons behaving weird when recording demo
  • Issue where buying armor would not update weapon availability
  • Issue with Money Preview not updating when a weapon is clicked
  • Inventory backup bugging with free weapons, armor

Changed:

  • FOV has no influence on first person meshes anymore
  • 15% more recoil on UMP (recoil multiplier increasing 1..5 shots)
  • 1/3 damage on hostages, max teamdamage 650 (new server default)
  • More friction and less bounciness nades
  • All TacByte TDM / CTF servers enable free Mac-10 / Vector, free AK / M4, free armor

Buy Menu Improvements:

  • Move Buy / Reset / Cancel buttons to right side
  • Improve right click armor behaviour
  • Center Buy Menu with fixed gap
  • Show depreciated weapon price on shop list
  • Swap Buy with Sell All
  • Show enemy weapons on shop list (if equipped)

Added:

  • Launch pawns when hit by an explosion

MAP-Prelude

  • Fixed jumping on the hangar (Terrorist spawn) (ccKane)
  • Jump on garbage house from the little wall besides (wingah)
  • Blocked off garbage depot roof access
  • Blocked off cliffs in between garbage depot and middle house (wingah)
  • Blocked off middle house roof access (wingah)
  • Blocked off (even more) the route from SWAT base to middle area (near cave). You were able to shoot under the gate there
  • Fixed missing material effect on Electricity pole SWAT base (Streety675R)
  • Blocked off the trick jump near the side building (you could jump on the trailer, then the cliffs and then out of the world) (Streety675R)
  • Blocked off the roof on the wooden middle building (Streety675R)
  • Blocked off the roof of the Terrorist starting building + blocked the metal beams where you could hide under (Streety675R)
  • Sniperdepot: smoothen all walls and pillars. Removed access to the beams and roofs there (Terrorist side)
  • Sniperdepot: removed the little corner from Terrorist base where you had an overview to the middle tunnel towards SWAT base (ccKane)
  • Added killvolume on the cliffs near terrorist base (in case you want to jump down... just don't)
  • Added extra blocking volumes on the concrete fences between garbage depot and cave area (Streety675R)
  • Blocked off the gates on the back of Terrorist base (no more walking on barbed wires) (Streety675R)
  • Removed lightmesh that was broken

MAP-RapidWaters

  • Removed tree near the water on SWAT side (was blocking nades) (Streety675R)
  • Lowered the PostProcess volume on the waters (you had the underwater effect when above water) (Streety675R)
  • Gave all foliage more depth of green / moss alike, to respect the contrast in the map better (Tron)
  • Added extra sounds in the map
  • Removed collision on all foliage (Remus)

MAP-Scope

  • Silo house, on ladder you can look through the building (autix)
  • Window bars on B house, you can stand on them (wingah)
  • SWAT bunker could look into A house, this is now blocked (ccKane)

MAP-PreAIM

  • Get stuck near container / pallets / overhead door (tajfun)
  • Fixed impact effect on the mobile toilet (was metal, now plastic)