Update log
Full Heroes of Valor update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- UI and audio
- Security
Animations -new third person walking animation system (now uses additive animations which blend walking animations much deeper and nicer with weapon poses) -new third person walk and sprint hip animation and motion detail -new third person fire animations (also uses additive animations now) -added third person idle animation -new bullet tracer system -new jump animation and sounds -new first person fire animations -new first person walking /sprinting animations -lots of first person weapon position tweaks -first person weapon FOV slightly decreased for a cleaner / less pinched look -emotes now appear consistent and better in first person -new main menu breathing and idle animation -improved main menu Heavy and Recon weapon poses -improved knife throw animations a bit -SMGs now use a lower hip pose while Assault rifles now use a higher more tactical / aim pose
Vehicles -increased all transport vehicle top speeds -increased car turning rate
Balance -Syringe secondary heal explosion now heals regeneratively instead of instant -Syringe swap time increased (longer swap) -Syringe secondary attack now waits until the syringe is equipped (swap time completed) before the syringe head is launched (no more insta heal explosion) -poison traps can now be shot mid-air and sooner than they are activated (proximity detection still requires them to be armed first still) -Overcharge can now be used together with all other Heavy skills -Power Clap no longer cancels Burning Bullets and neither will it be cancelled by other skills anymore
Improvements -throwables should now fly less jittery and more consistently -thrown traps now appear more where they should for more accurate / easy placement
Effects -tweaked bullet impact effects a bit (bit larger and cleaner)
UI -changed Conquest and Hero of the Hill UI to be more compact and show a crown above the flag of the team that is in the lead -Some visual tweaks to the loading screen (text colours and hint appearance)
Bug / exploit fixes -character damage is now clamped to leftover health -fixed frame dependency on knife throw projectile -fixed Axis AT rifle not being able to detonate traps with it's AOE damage -walls no longer have slippery roof tiles on them (you can now jump over and walk on them) -should now be able to pre-aim and zoom weapon during swap -fixed sidecart motorbikes appearing tilted / clipping through the ground on spawn -fixed a bug that causes knife to stab instead of throwing when aiming too fast -normally RPG (and other) projectiles that are launched very close to enemies or obstacles should no longer fly upward -fixed a bug with toggle aim and knife throwing that made you get stuck in aiming mode
Source
