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Update October 25, 2013


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#1
JBlum

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We've got a fairly substantial update for you all today. See the changelist below:

  • Features
    • Added new "Strike" game mode which is a reinforcement based cache hunt mode, where one team must defend 4-5 weapon caches (depending on player count) against the other team, which must blow them all up before the round ends. Teams get unlimited reinforcements until there is only 1 cache remaining, at which point the defending team no longer has any reinforcements. Mode is supported by District, Heights, Market, Buhriz and Ministry.
    • Added new "Search and Destroy" game mode which is a single life mode with 1-2 weapon caches (depending on player count) where the attacking team must destroy one to win. Mode is supported by Contact, District, Heights, Market, Buhriz and Ministry.
    • Added C4 back into the game. C4 costs 4 supply and is the best way to destroy a weapons cache, although multiple frag grenades work too. You can get two C4s if you have a chest carrier. The Specialist role now has C4 by default.
    • New particle FX for explosions, muzzle flashes, car fires, smoke, impacts, and more.
    • New HUD elements implemented (e.g. relative team colors, objective icons and scoreboard).
    • Added new toggle Walk as the default walk in the game. If you preferred the old way of holding the Walk key down, you can change it back in Game Options.
    • Added the ability for destructible weapon caches to be used as objectives in Checkpoint and/or Push (currently this is only implemented in siege_coop on Checkpoint).
  • Improvements
    • Visually updated maps: Heights, District and Market.
    • Greatly improved animation movement blending so players will now fully extend themselves when moving instead of appearing rigid like before.
    • Spectator reinforcement information is now a little bit more descriptive, depending on the game mode. No longer says "Waiting for reinforcements..." when there are no reinforcements left.
    • Improved the volume levels of footsteps.
    • Tweaked shotgun damage.
    • Kit selection now automatically comes up, and must be accepted before you can spawn for the first time (should be less confusing for new players).
    • Buying weapons, upgrades or gear won't give you the items as you buy them. Instead, it will give you the items when you close the menu (saves some bandwidth).
    • The VIP is now displayed as VIP in the kill feed.
    • The VIP can now see their teammates everywhere in the map.
    • In VIP and S&D your team receives a supply token if you win.
    • In VIP the escorting team now loses if time runs out.
    • Improved Coop bot count scaling based on how many people are playing.
    • Added console variable mp_coop_min_bots so the server can specify the minimum amount of bots on a server with 1 human player in Coop (it will scale up depending on what maxplayers is set to).
    • Improved Outpost mode so the bots find players better and the wave times are more appropriate.
    • Vastly improved bot support for Skirmish. This is now a great way to get some offline practice. Bots actually go for objectives and capture them on top of being deadly. Friendly bots in your squad will follow you around.
    • Improved bot support for VIP (only works well if the player is on the escorting team, in which case the human player gets to lead the bots around).
    • Game mode .cfg files are now executed once at the beginning of the game instead of each round so servers can actually tweak gameplay cvars and not have them constantly overwritten.
    • Realism/normal convars no longer reset each time a new map is loaded. For example, if you add friendlyfire or no death messages onto a normal server and change the map, it will now keep your changes.
  • Bug FIxes
    • Fixed OSX weapon selection.
    • Fixed a major damage bug where players were being spawn protected for 30 seconds after they spawned, even if they left their spawn zone. Now players still get the spawn protection in certain modes, but it goes away as soon as they exit the spawn zone.
    • Fixed switch teams functionality (as well as mp_switchteamseachround) so it no longer crashes the server if there are a lot of players and team scores properly switch.
    • Fixed fall damage (which was broken entirely).
    • Fixed a bug where the server browser would show more slots open than it should on Coop servers.
    • Fixed a bug with attack/defend game modes where the attack and defend team could not be different for different game modes.
    • Re-added Heights Push now that the above is fixed.
    • Fixed an animation-related hit registration issue with bots standing idle guarding in Coop.
    • Fixed missing "RPG-7" death message.
    • Fixed a bug in VIP where the round would end at the very start. Additional checks are now made to make sure a VIP is selected before the round starts.
    • Fixed a bug in Checkpoint where bots were being added before the quota was properly set.
    • In the pregame state players should no longer spawn in the wrong place.
    • Capture point enter/exit sounds no longer play on capture points that are uncappable to both teams.
  • Known Issues
    • This version currently does not support Linux Dedicated Server. We are looking into fixing the Linux build asap and releasing a patch over the weekend.

  • Snuffeldjuret, Xorr, KusoVita and 2 others like this

Jeremy Blum

New World Interactive


#2
junkz

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*screams like a little girl*


  • ĸosovi likes this

Lurker.


#3
Slade

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*screams like a little girl*

+1


When in doubt,  Always let a teammate go in first.


#4
EspritFragger

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"Tweaked shotgun damage."

=> Which means ? :P

 

Anyway, THANK YOU!



#5
Haarfagr

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YES



#6
dr_kabuto

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*screams like a little girl*



#7
junkz

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Having issues with the capture icons. Experienced the same things in the BETA branch and yes, I have verified game cache..twice.

http://cloud-3.steam...6D899517D66C8C/

Let me know if you need any details..

Lurker.


#8
2jzo

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Care to move the death messages back to the top?


"Only the dead have seen the end of war."


#9
junkz

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Care to move the death messages back to the top?

+1 - I know this is going to be one of those 'get used to it' things, but I really don't like it...when I'm not playing realism anyway.


Lurker.


#10
Jihad

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Strike- Meh

Search and Destroy- Meh

No RPG or M67 detonating dropped C4- Meh

Colors- Meh

 

Thumbs up for toggle walk and particle effects though. I'd been using the particle effects for the explosions for the last week and love em. Some good and needed content it seems with a lot of bad content. 


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#11
Slade

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The new loadout interface works perfectly on my Mac, well done!


  • eXnihilo likes this

When in doubt,  Always let a teammate go in first.


#12
Snuffeldjuret

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Good stuff, and can't wait for the next update =).


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#13
Jihad

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New objective markers are way too low and obtrusive. You can't see ********* while playing now if there are 5 objectives. I don't mind the markers at the bottom but hitting F10 to remove the floating HUD is not really an option since the objective have been moved around so many times it takes me 2 months to figure out where they all are again (District is good example just from beta branch last week to today). The fact that an M67 fragmentation grenade with the exact same RDX in it that is in C4 won't detonate C4 makes not a damn bit of sense at all. That's like saying the rounds for an M16A4 won't work in an M4A1 or M249. It's all the same M855 and C4 and Composition B both have the same RDX in them and I can assure you a grenade exploding in close proximity to C4 will in fact detonate it. A HEAT warhead on an RPG will detonate it as well. Any high explosive will create the necessary shock to detonate it. At the same time giving C4 to Specialist class (equivalent to a squad leader) makes no sense either. That class should always have smoke. If you wanna create a loadout with 4 supply in the explosives for that class give them a smoke AND a frag. Giving them C4 doesn't make a damn bit of sense. 


  • Parker likes this

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#14
SteveUK

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The positions of the floating objective markers haven't changed. However, I've made them smaller and reversed the fading behaviour. Instead of becoming more opaque the further towards the centre of the screen the marker is, it will fade them when they are in the middle of the screen instead. That will be in the next hotfix.


  • frombehind likes this

#15
Buttikeks

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in my opinion the text on scoreboard is hard to read. please use other colors for more contrast

 

edit:

-the new font doesnt support unicode characters

-alt+tab crashes the game, when trying to switch back to insurgency


Firefight? No thx!





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