Developer postOriginal post (opens in a new tab)

Patch 20199

Added:

  • MAP-TrooperII
  • Ladder sounds
  • Death screams

Changed:

  • Better visibility for player characters (tweaking colours, add subtle effect that helps the characer stand out from the background)
  • Scoping only possible after weapon finished equipping process
  • New headshot impact sounds
  • Increase sound occlusion effect
  • Mk20 6 -> 5 ammo per clip
  • AirControl 0.82 -> 0.6
  • Strafe speed multiplier 0.86 -> 0.87
  • New default FOV 96
  • Knife range 120cm -> 135cm
  • 10% higher ladder speed
  • Removed ambient sound on MainMenu map
  • Lower range water enter / leave sounds
  • Additional weapon balancing (slightly nerf precision of SMGs, increase RPM / nerf precision of AUG)
  • Some volume balancing on footstep sounds (higher volume for carpet, grass, disable weird metal step sample)
  • Max time in ghostcam after death 3s -> 1.75s (if ghostcam disabled)
  • Init all sounds to 0 volume when main menu is loaded (sounds start playing once settings are loaded)
  • Slightly more bloody screen on low dmg (meant for Saiga hits especially)
  • Rework team outline effect

Fixed:

  • Gate / door replication
  • Scope view bob not decoupled from weapon bob
  • Spray pattern of sniper rifles not random

Maps:

MAP-Eviction

  • Removed until rework is ready (soon)

MAP-Escape

  • Removed until rework is ready

MAP-Crossfire

  • Removed until rework is ready

MAP-RapidWaters

  • Reduce strenght lights SF base
  • Walking on the ledge of highbridge no longer possible (tajfun)
  • Adjusted the distance of the boxes in front of Terrorist base for smoother jump movement (for5er)
  • Disappear in rocks directly right from lower waterentrance (tajfun)
  • Removed and lowered some of the rocks on the riverbed - better sight of enemies
  • Lowered the terrorist water entrance sniper spot, it was too easy for Terrorist to snipe from here. Also increase contrast on colour here (ccKane)
  • Gave the underwater effect a litle more easy to the eye; easier to spot enemies
  • Fixed the speed jump on lower bridge towards the entrance of Main Terrorist building (ccKane)
  • Adjusted the Terrorist window on the water side (less sight on low bridge, lowered the wall a little for better sights)
  • Closed the pillar of high bridge and the stairs and the railings from middle water (terrorist side) for less random and hard to see spots
  • Closed the middle pillar of high bridge further
  • Smoothen the wall near stairs from middle water to lower bridge (you could run on that ridge) (ccKane)
  • Changed the TL armatures on the ceiling. Previous ones looked kinda odd (ccKane)
  • Changed material next to high bridge door opening SWAT side (ccKane)

MAP-Blister

  • Increased height on the box on Sniper lane Terrorist side - you can now hide behind it as player (kummelmuck)
  • Add extra height to the building between sniper lane and higher bombspot - prevents nadespams on sniperlane (ccKane)
  • Gap on the door on lower bombspot B. Overpowered sniper spot (ccKane)
  • Can get into the wall (middle area) next to the boxes (Nasenbaer)
  • Fix impact on blue barrels (plastic to metal) (Pirate)

MAP-Fueled

  • Block roof building above bombspot A (ccKane)
  • Block roof buildings around bombspot B (ccKane)
  • Block roof building near z-stairs (ccKane)
  • Redid collision on broken concrete wall part
  • Redid some LOD's on the ventilation system meshes near bombspot B (was popping in and out)
  • Reduced the distant explosion sounds by 20%

MAP-Scope

  • Tweaked the road mesh a little more, to prevent playermodel' feet get in the roads. Not great yet :) (ccKane)
  • Removed roof access from the building on SF spawn (Tajfun)
  • Removed getting stuck on crate lower A Building (ccKane)
  • Smoothen the rock directly right from SF facility, looking towards RED building (ccKane)
  • Getting stuck under rock directly left from Terrorist base, up the little hill (ccKane)
  • Remove bush under the ramp on silos (overlooking Terrorist base) (ccKane)
  • Fixed the no impact effects on door close to silos (ccKane)
  • Reduce 'light fitting' sound on the whole map (-15%)
  • Reduce the 'wind' sound on the whole map (-15%)
  • Remove bush on the ramp towards scaffolding silo's. Looking towards Terrorist bunker (ccKane)

MAP-TrainYard

  • Add ladder to balcony Bombspot B (kummelmuck)
  • Closed the main entrance from middle area to Bombspot A (ccKane)
  • Volume on middle building Trainyard is invisible again (Kummelmuck)
  • Open/close gate mesh in middle building has wrong LOD (ccKane)
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
  • Added general lights everywhere
  • Fixed the broken lighting on the interiors of the maps
  • Blocked path from the containers to the left of terrorist base, you could get out of the map (m4kSerial)
  • Further closed the wall further on roof from Terrorist spawn to Bombspot A (ccKane)
  • Decorated the middle building a bit more
  • Replaced some trees on the B side bombspot; less annoying in movement
  • Added white painted surfaces behind key points where it might be too dark

MAP-FollowTheMoney

  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!

MAP-Drought

  • Evidence spawns added
  • Rework light sf base
  • Lowered sand effect

MAP-Arena-LockDown

  • Removed volumetric fog throughout the map (less impact on performance)
  • Gave the map overall a little more lighting for better sight

MAP-Arena-preAim

  • Removed volumetric fog throughout the map (less impact on performance)
  • Changed the spotlights to Static Lighting and the LightPoints to Stationairy. This for better performance and lighting/shadow effects in the map and on models.
  • Fixed the LOD's on the lights on the ceiling (ccKane)

MAP-Arena-RGB

  • Fix artifact reflections on weapons (wrong setting in Skylight)
  • Added slight general lighting
  • Added boxes in front of SF base (was to easy to get spawn killed by snipers)
  • Changed the boxes to light grey with wood pattern

MAP-Arena-KillThemAll

  • Added crates to both bases