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Content Update June 4, 2014


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#1
JBlum

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New Content
  • New Map: Sinjar (Supports PVP and Coop).
  • New Weapon: M-14 Enhanced Battle Rifle.
New Features
  • Full Workshop Support (Custom game theaters, maps, weapon skins and audio packs).
  • Added end-game map vote so players get to pick which map will be next on the rotation.
  • Added “Remove All” and “Reset” buttons in Kit UI for quicker setup.
  • Players can now change bot difficulty in Cooperative through voting.
  • Added hipfire sway along with more realistic free aim recoil handling.
  • Added server-side ConVar “mp_timelimit” which allows server admins to limit the time spent on a single game. Once the time has been reached, the map will change after the round has finished.
  • Insurgent optics now work on Security weapons in Cooperative.
Gameplay Improvements
  • Certain game modes have been removed from maps if the map / game mode combination was deemed by developers and testers as being less than ideal.
  • Removed C4, RPGs and AT4s from Ambush and Infiltrate.
  • Improved consistency and scalability of AI difficulty settings.
  • AI can no longer see through bushes and other foliage (there may be a few exceptions, so if you discover an instance where they can see you through foliage, please report so we can fix).
  • Infiltrate is now reinforcement based.
  • Strike now has only 2 potential cache locations instead of 3.
  • Addressed spawn camping in Buhriz Push.
  • Players can now interrupt the bolting process to reload on bolt action weapons.
User Experience Improvements
  • Servers are no longer restricted to a certain mapcycle in order to be joined via Matchmaking. Multiplayer modes have been moved to a single Matchmaking option.
  • Players can no longer exit out of the squad selection menu before choosing their squad, thus putting them in limbo.
  • Squad menu shows you if the team you’re on is attacking or defending in attack/defend modes.
  • Added options for enabling/disabling game instructor and HQ messages in game settings.
  • Added gameplay hints for taking enemy intel, protecting your team’s VIP and blowing up caches.
  • Holographic optics now display crosshairs more realistically.
  • Added achievement for completing Revolt Coop.
  • Squad and kit selection buttons are hidden on the scoreboard when you’re a spectator.

Bug Fixes and Optimization

  • Optimized network bandwidth usage.
  • Reduced AI quantity in Cooperative to improve client and server performance.
  • Fixed flickering between game modes when the squad menu is first opened.
  • Fixed scoreboard breaking between playing coop and PVP games.
  • Toggling ironsights will now no longer interrupt fire mode changing and cocking animations.
  • Fixed special role not showing up when you look at someone.
  • Fixed squad/team diamond overlapping with player name.
  • Fixed a bug in Ambush where the VIP would get points when killed instead of the killer.
  • Fixed voting not using the correct vote ratios.

 

Hot Fix - 5:30pm EST

  • Fixed a client/server crash that would happen when a server reaches the end of its mapcycle.
  • Added Sinjar_Coop completion achievement.
  • Added tiered MVP achievements.

  • Snuffeldjuret, Xorr, Bad_Dude and 3 others like this

Jeremy Blum

New World Interactive


#2
JBlum

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Note: We have discovered a server/client crash that happens when a server reaches the end of a mapcycle. We have already fixed the crash and are putting out a hot fix. You will all have to update again once it goes up. Just a heads up.


  • MrJenssen and B1RDM@N like this

Jeremy Blum

New World Interactive


#3
KDEE

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Was the mapcyclefile " mapcycle_sustained_combat.txt" removed?


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#4
JBlum

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Yes. If you are a server admin trying to wade through the new matchmaking setup, I recommend this link that I've just updated:

 

http://steamcommunit...46089590579609/


  • B1RDM@N likes this

Jeremy Blum

New World Interactive


#5
MrJenssen

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Great to hear that AI can't see through foliage. BUT, they can still see through the fires of the molotovs. The molotovs pretty much act like harmful smoke for us, it's nearly impossible to see anything on the other side of the flame. I think the flame from the molotovs and incendiary grenades should be like the smoke is for the bots, that they can't see through it either. Been killed by bots standing on the other side of the flames that I myself can't see, so many times now.

 

Also, are there any immediate plans to update the M-14's "world-skin" in the near future? It currently looks like the Mini-14 when looking at other players wielding it. And there is no animation for when you switch between firing modes on the M-14 currently either. I'm sure you're aware of it, but it's a heads up just in case. :)



#6
BreachBangClear

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Has the FN FAL reloading animation been revised? I know it's likely not a high priority but it does need to be fixed.

 

Looking forward to trying out that M-14



#7
TheRA1DER

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awesome stuff guys, than you so much!! :D


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#8
EN!GMA

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Has the FN FAL reloading animation been revised? I know it's likely not a high priority but it does need to be fixed.

 

Looking forward to trying out that M-14

 

Are you talking about the fact that the animation doesn't charge the firearm? Yeah, that bugs me as well. Also the fact that the c79 world model scopes still look like the 2x scopes and ALSO that both ins and sec have the same 2x scope and he nade.


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#9
BreachBangClear

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Are you talking about the fact that the animation doesn't charge the firearm? Yeah, that bugs me as well. Also the fact that the c79 world model scopes still look like the 2x scopes and ALSO that both ins and sec have the same 2x scope and he nade.

Yes, the from-empty reload animation is the same as the tac reload animation. It's a small thing but it does effect gameplay, since you can fire the rifle dry and still have a fast reload, not needing to rack the charging handle.

#10
JBlum

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Hotfix is live. Appended its changelog to the original post here.


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Jeremy Blum

New World Interactive


#11
Mugen

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awesome


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#12
zeep

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Nice patch.

 

Question, are you planning to lower player movement speeds and jump height and jump distance at some point? Or are you keeping it arcade like it is now?

 

Thanks



#13
Ronin

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Nice patch.

 

Question, are you planning to lower player movement speeds and jump height and jump distance at some point? Or are you keeping it arcade like it is now?

 

Thanks

Considering how deadly this game already is with the movement it has, I personally would like it to stay.

 

A server setting as an option would be nice though. I wouldn't mind having slow movement as an option.

 

The thing with jumping is you'd have to have a really really complicated mantle system to allow you to quickly climb over all kinds of random terrain to lower jump height to a realistic level or stupidly short terrain would become obstacles.

 

If they can accomplish a system for that, great. It allows even better traversal of terrain in the long run, but short of that I'd rather not be annoyingly restricted in absurd ways due to limitations of a video game, particularly since it's a game so stretching realism isn't exactly unheard of.



#14
Justinj2012

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How do I install this update? still pretty new to pc



#15
Mike Hawk

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Where do you set the options for the map voting ??  People vote on my custom map server and then it is no longer custom maps :P


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