In this update15
Full notes
Full TO4: Tactical Operations update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
TO4: Tactical Operations changes
Added
New gameserver backend (first release, open source). It is able to collect game statistics. A player toplist will be live soon™. If you want to use it for your servers contact us on discord.
Changed
3% wider player models to increase hit surface in general
Increase size of hit collision primitives, add additional colliders for head, body & legs (comparison to the old version on the bottom of this article)
Weapon rebalancing for bigger hit primitives: Increase aim error (about 8%), damage & add more damage falloff for SMGs & shotguns. We appreciate feedback on the changes!
UMP receives a laser which improves the aimerror by 6%
Edit spray pattern of full auto weapons to fit the new hit primitives better
Increase player acceleration for more responsiveness
Increase recoil strength (interpolation velocity)
Use resonance HRTF by default
Dead pawns are ignored by weapons
Exchange bullet tracer fx (Spawned for every shot on high++ effect settings, feel free to give feedback, maybe it makes more sense to just spawn on every 2. or 3. shot)
Reduce particle amount smoke (does this reduce load on slower systems?)
Increase blood spawn rate (damaged player)
18->22% spray pattern random deviation
Increase bloody screen feedback
Refactor recoil recovery (only applied when player stops shooting or weapon empty)
Simple message buffering for announce widget
Fixed
Blood blocking hacking panel / bomb defuse
Infinite clip drop when replacing weapon while reloading
Scope toggle on any weapon possible if spammed during replication
3d marker should disappear after hacked
Admin pause stopped in pre round
Bomb planted on pawn
MAP-Eviction
Complete rework added to the map list
Needs testing of trickjumps / getting out of the map / getting stuck / etc.
Need to check balancing in the map, chokepoints, OverPowered positions, etc
NOTE: FPS might be a thing in this map, since there has not been a great optimization yet
MAP-Scope
Reduced wind effect on Middle of the map (0,95 > 0,75)
Reduced sound effect on lamps middle of the map (0,7 > 0,55)
Fixed broken foliage all around the map (material was missing)
Fixed missing metal impact effect on roof Baracks A
Resculpt the landscape around the roads (had some gaps underneath)
Fixed the lighting and shadows (did a high quality build this time, apologies)
Fixed the strange shadow caused by the fences near A mountain (Remus)
Redid some material work on the main buildings (still need to redo building A and B)
Reduced the shadow / lighting quality on some of the new foliage (gives better performance)
MAP-Blister
Blocked the camping position above the doorframes in the sniperlane building, terrorist side (Riax)
Gave the crates some more height for better cover (middle tunnel area, towards low. The crate on lower bombspot, The crate overlooking sniper house) (tajfun)
Blocked the balcony above the hallway from middle to high. You could trick-nade-jump there (tajfun)
Blocked the clothing/curtain rail in SF spawn building (pLum0)
Blocked the doorframe in the middle house, in front of SF base, where you could jump on (and camp (kummelmuck)
Repositioned the metal door on lower hallway, the lock was sticking through the door frame (Autix)
Repositioned the concrete doorframe that was flying around (oops), in front of Terrorist base (Autix)
Blocked trickjumps in terrorist base (autix / cckane)
Fixed Kummelmuck's gracious 57 (!!) visual errors / miss-alignments / OCD-triggering stuff
MAP-Trainyard
Fixed the missing impact effects on the blue metal fences (Autix)
Fixed the strange lighting due to faulty roof on warehouse B (Autix)
Added extra light to dark corners (especially in warehouse B) (kummelmuck)
Redid collision on the office plants, now you cant trickjump on them (removed the plant in middle stairwell) (kummelmuck)
Blocked the trickjump in the office near terrorist side (you could sneak up the closet and camp) (kummelmuck)
Redid entire outside lighting + skybox - less brightness, easier on the eyes (kummelmuck / remus)
Fix nade bouncing sound not being played
MAP-Fueled
Reduced the brightness of the sky (2,5 > 2,0)
Blocked shooting under the white truck (except for a very small hole) in middle (wingah)
Fixed / changed / repositioned (58) number of visual errors in the map (foliage / mesh placement / etc) by kummelmuck
MAP-TrooperII
New look
Boxes 1.5 size (tajfuN)
Nade bug on tunnel (cckane)
MAP-Drought
Fixed wood material
Added light to the shadows
MAP-Arena-preAIM
Boosted general lighting in the pos process volume (1.0 > 1.2) and reduced contrast on both general as shadows (0.95 > 0.85). Increased the skylight (1.0 > 1.2)
Added very soft lights on specific corners, hallways, etc. mentioned where the SF skin is hard to spot (kummelmuck / tajfun)
MAP-Arena-LockDown
Added slight ambient dust to the map here and there (test)
Reduced general fog setting in the map (density 0,1 > 0,05)
Reduced skybox brightness (1,5 > 0,7)
MAP-Arena-KillThemAll
Removed the ceiling
Hit primitives
Steam post image Old hit collision primitives Steam post image New hit collision primitives
Weapon rebalancing
Aim error
Steam post image Steam post image Steam post image Steam post image
TTK
Source
Changelog.gg summarizes and formats this update. How we read updates.
