Full notes
Full RAID: World War II update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Performance
- Events
Greetings, Raiders!
Got a somewhat larger update for you all, as we have been getting much more feedback these past couple of weeks then we were used to. You guys definitely kept us busy, keep em' coming!
There have been a few common community concerns that came up we tried to address in this update, as we keep trying to keep up with all the work that needs to be done. Thanks to everyone for all the positive feedback and increased interest. We have a lot of plans for the future, and hope we can deliver!
Flamer Changes
Flamers lately have been underperforming a bit against players, so they received some of changes to make them harder, better, faster, stronger. We hope these changes will make the Flamer a little scarier at a distance and less of a pushover if you were to just run up to him. Read more in the changelog below.
Crit Changes
After some community feedback brought bad critical hit chances to light, we took a little dive in to see what's up with that, R&Gesus was just not in your favor. After some meddling we came up with a way to cheat the system to make crits feel more consistent.
Crit chance is now cumulative, meaning each time you hit an enemy and don't roll a crit, the chances increase until you score one.
Dogtag Sounds
Some adjustments have been made to make dogtag hunters happier, you will now be able to hear a shimmer if there is a dogtag nearby. Silent at first, the shimmer sounds become more audible the more dogtags you have collected in the mission.
We will keep monitoring the discourse around this topic, and make further adjustments if the sounds prove to not be enough.
Future Feature - Daily Bounties
This feature is still in development and is subject to changes!
A new system we're experimenting on (based on the mod of the same name), would give players a shuffled mission and a randomly generated challenge card every day. The rewards for beating the mission scale based on the difficulty of the card itself, with effects ranging from lower player health, increased enemy damage, up to effects like melee only and crab walking!
Future Feature - Operations Free Play
This feature is still in development and is subject to changes!
We know a lot of players aren't a fan of operations, but would still like to play some of the level variations, so this new free play system would allow you to pick stages from both operations. The exact way of how this will work is not decided yet, so we are open to suggestions.
Changelog
Update size: 2.3 GB
Added a shimmering sound effect for dogtags, that get louder the more that's been picked up.
Added instanced rendering to even more props and shadow casters to improve performance.
Added a cumulative effect to critical hits, for every failed attempt the chances slightly increase until a crit occurs.
Added a new hitmarker variation for critical hit kills.
Adjusted critical hit chance card effects to be additive rather than multiplicative to make it function without crit skills.
Adjusted loot chest drops to be more rewarding in mid-tiers.
Adjusted the throw angle of flak shells to be easier to throw above cover.
Slightly decreased the dogtag requirements for all reward chest tiers.
Improved the spectator camera when spectating vehicles.
Lowered the audible range of some explosion sounds.
Updated localization files.
Fixed crate supplies
Source
Changelog.gg summarizes and formats this update. How we read updates.
