In this update12
Full notes
Full Operation: Harsh Doorstop update
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What changed
- Gameplay
- Server
- Fixes
- UI and audio
- Performance
- Maps
Operation: Harsh Doorstop changes
DLC
Factions from the Gothic Serpent & Hyrcania DLC packs are now available to everyone as base game content
Core
Fixed an issue where when joining a modded server, a mod that had been previously downloaded, but not subscribed to could fail to load with the error code: "SteamUGCManager_Failed_LoadWorkshopItem", despite the mod having been properly installed and in an uncorrupted state
Speculative fix for a replication issue in the Deploy Menu where certain squads and/or members within a particular squad would not load in and remain hidden, especially under poor performance conditions
Construction System
FOBs now take 4 rockets to be destroyed, dig down speed is doubled, and build speed has been reduced slightly
Rally Point overrun radius doubled to 35m
Factions
Updated Factions with Specialist kits
Various updates to Faction loadouts, moved around some gun options
Gameplay
Pressing the sprint button when moving forward while prone, crouched, ADS, or leaning will now cancel that state and the player will enter a sprint
Pressing the ADS button while sprinting will cancel the sprint and enter ADS
Eliminated most rubberbanding issues when vaulting obstacles in multiplayer under average to poor networking conditions
Fix issue where the player character would stop short of the intended target position when vaulting over an obstacle
Fixed issue where the player wouldn't resume sprinting automatically at the end of a vault despite the sprint key having been pressed
Don't create Revive Widget component on Dedicated Servers as an optimization
Maps
Al Dhakir
New Background Mountains added
Fixed floating spawn points for players and vehicles
Foliage and landscape edits around roads
Jaziira
Updated Banner and Thumbnail images
Landscape spline fixes
Pebble reduction, removed grass on roads, fixed road
Khafji
Background smoke material optimized
Landscape sculpted to fix gaps throughout the map
Atmosphere adjusted to blend better with the distant smoke
Removed smaller particle effects which were barely visible
Light vehicle spawn time set to 60 second respawn
Omaha
Landscape and Foliage edits to fill gaps and created several new paths
Tweaked flag routes, no more triple WN capture routes
Moved German spawns closer to front line and decreased their time from 180 to 45
Risala
Fixed potholes in roads
Regenerated Navmesh
Added Light Vehicle spawns to middle flags
Saint Quentin
New names for flags with WW1 theme (Apples, Butter, Charlie, Duff)
Tan Binh
Solid water fixed
Floating spawn points fixed
Several vehicle spawns added in between flags, single vehicle spawn
Medical System
Security fixes and minor cleanup of revive code
Projectiles
Fixed rubberbanding issues in multiplayer with throwables such as grenades via implementation of robust network prediction & lag compensation mechanisms for projectiles
Fixed desync issues with grenade trajectories on the client, where a grenade projectile appears to land in a particular spot from the client's viewpoint, only for it to suddenly end up somewhere else upon the projectile exploding on the server
Fixed issue where duplicate projectiles and/or impact FX were being spawned on the client after a frametime spike or under poor network conditions
Fixed an issue where a player could fire a projectile, switch teams while the projectile was still in flight or otherwise unexploded, and damage their previous teammates with it despite Friendly Fire being turned off
Fixed an issue where a player could fire a projectile, disconnect from the server while the projectile hadn't yet exploded, and damage their teammates with it despite Friendly Fire being turned off
UI
Renamed "Single Player" menu button to "Instant Action"
Renamed "Multiplayer" menu button to "Server Browser"
Updated Credits screen with additional Developer and Contributor names
Vehicles
Implemented vehicle recycling system that cleans up abandoned vehicles based on configured criteria
Weapons
Fixed a rare issue where weapons could get stuck in a bad state on the client, such that reloads wouldn't replenish ammo, most often occurring when the player first spawned into the map.
Updated rocket projectile FX, overall smaller and single smoke trail
Implemented C4 explosives, C4 for modern, TNT for cold war and earlier, IED for Insurgents
Updated OSV96 model, adjusted ballistics and scope masks for 50cal weapons
Implemented VZ.61 Skorpion, UZI, MP18 32Round, M1928A1, K50M, M/45
Added Bipod to SVD, updated PSO Scope for VSS and SVD
Updated animations for M249, M240B, Stoner 63, MAT49, STG44, Bazooka, Panzerschreck, Gewehr43
Rebalanced ammo magazine quantities for some weapons
Added FNFAL, VSS and AK12 to the base game
Updated XM177 with XM148 GL under barrel
SDK
Added support for blueprint-based HDKitPrerequisite classes
Added ability to reassign a Capture Point's team at runtime (see SetOwningTeam())
Added Vehicle & Vehicle Spawner delegates
Vehicles now keep a reference to the Vehicle Spawner that produced them
Exposed vehicle wheel contact surface material, rotation speed, and state information to BPs. State information includes parameters such as the contact surface, contact point & normal, suspension spring force, longitudinal & lateral slip values, etc.
Added PlayerNetPredictionComponent to help facilitate network prediction across various gameplay systems
Added character movement GetTimestamp() function that returns the appropriate timestamp value for the most recent ServerMove
Exposed vehicle wheel tire load values to BPs
Exposed CharacterMovementComponent::SetDefaultMovementMode() to BPs
Updated "Package Mod" button description to include mention of enabling the "Use Pak File Compression" setting as a potential culprit for "Out of Memory" errors encountered during the staging process of packaging a mod
Added DFBaseCharacter::IsIncapacitated() method that returns true if the player is in a "downed" state
Implemented DFTeamAgentInterface for Area Protectors, Buildables, Capture Points, & Projectiles
Level Blueprints are now tickable
Source
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