In this update10
Full notes
Full Battle Grounds III update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Friends,
What changed
- Maps
- Gameplay
- Fixes
- Store
- Balance
Battle Grounds III changes
It’s been a while since our last update, however you all have not been forgotten about. While this update has not been as flashy as some of the weapon additions, there are map improvements galore and new assets that bring a bit of polish to the game. There’s also a nice fix that players have been demanding for quite a while.
Mapping Contest Update
With our mapping contest coming to a close, make sure you swing by the mapping competition site to check out the teaser images of the contestants’ maps. The maps are looking phenomenal and we are really looking forward to seeing what they have done. A final playtest will be held this Saturday, the 18th at 6PM GMT. Check the official discord for more details!
Map Changes
Winterisle
Added choke points to flanking routes
Added more cover to the American side of the map
Small changes made inside of the fort
Moved the British flag slightly further away from the British Spawn
Brightened the map
Winterisle has replaced plateau in the default map rotation
Townguard
Added a shortcut to the town center middle garden
Fixed the small stairs in British spawn that players got stuck on
Toned down the HDR and bloom
Trenton
Added an ammo box in the connector
Raised the peep hole in the connector, market can no longer see if someone is jumping over the connector wall
Added slight cover to the market stalls
Road
Fixed flag return times to 2 seconds for both teams
Ammo boxes have been added to the sniper nests
Fixed a hole in the map near American spawn
The logs over the middle are now easier for players and bots to traverse
Ravine
Added more spawns for both teams
Lowered a rock model near the right side of the main gate that was causing players to get stuck on it
Bombzone
Bombzone removed due to not seeing much play
New Assets
As the deadline for the BG3 Mapping Contest nears, some fancy new assets have been added to give the upcoming maps a bit more polish. They include:
New flat and pointed palisade walls
A market box that fits on top of the stall
An assembled static farm wagon
Updated wood spikes and a second skin for them
Miscellaneous
Musket one-shot kill ranges have changed to be based on the weapons’ damages. These ranges are now visible in the classmenu. Accuracy values are also now reported in the class menu.
Last, but certainly not least, the red screen effect that occurs when players take damage has been reduced. The red screen had the tendency to disorient the player in dark or smoky environments; this tendency should now be reduced.
A new variable ‘mp_damage_kill_cap’ now exists such that, when turned on, damage values are capped to the victim’s health; for example a fatal headstab (on a healthy player) would always report 100 damage regardless of weapon used. This can be used in competitive environments in order to balance damage scores on the scoreboard.
“My bursting heart must find vent at my pen.”—Abigail Adams
Source
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