HomeGamesUpdatesPricingMethodology
Steam News23 December 20214y ago

Patch 21357

Today we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content. The team wishes you happy holidays and a smooth start into 2022.

Full notes

Full TO4: Tactical Operations update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes17 additions46 changes4 removals
  • Maps
  • Balance
  • Gameplay
  • Performance
  • Fixes
  • UI and audio
addedToday we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content. The team wishes you happy holidays and a smooth start into 2022.
changedNew MapsMAP-Arena-Pool
changedNew MapsMAP-BattleRoyale
changedNew MapsMAP-Bunker
changedNew MapsMAP-Deflect
changedNew MapsMAP-Faiyum
Higher speed threshold for falling damage:17251677Higher speed threshold for falling damage: decreased, nerfLower falling damage multiplier: 0,1090Lower falling damage multiplier: 0, decreased, nerfSneak Speed:260250Sneak Speed: decreased, nerfspeed crouched:242220speed crouched: decreased, nerf

Today we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content. The team wishes you happy holidays and a smooth start into 2022.

New Maps

  • MAP-Arena-Pool

  • MAP-BattleRoyale

  • MAP-Bunker

  • MAP-Deflect

  • MAP-Faiyum

  • MAP-TrainstationII

Player movement

  • Higher speed threshold for falling damage: 1725 -> 1677

  • Lower falling damage multiplier: 0,109 -> 0,102

  • Sneak Speed: 260 -> 250

  • Max. speed crouched: 242 -> 220

  • Weapon drop toss speed: 350 -> 400

  • Tweaked direction change feeling

  • Reduce the average movement speed gap between knife and weapons from 7% to 6%

  • Fix crouch speed overridden when sneaking while crouching

Weapons

  • General weapon balancing (we kinda lost track of the changelog, no major changes tho, mostly minor tweaking)

  • Fixed auto recoil recovery odd behavior in semi auto mode

  • Changed parameter set of the physics settings of nades to get a more reliable bounce

  • HE-Nade: Full damage radius 220 -> 210, Radius 920 -> 870

Animations

  • Reworked animation blueprints (third person & first person) for better performance (multithreaded animations & fast path optimisations)

  • Fixed wrong animation played for only a few frames on weapon draw

  • Added a blend time/transition for the weapon switch from one handed/two handed to two handed/one handed to third person animations

Programming

  • Core game code refactoring

  • Blueprint nativization for a few blueprints with hot blueprint code and porting some bp code to C++ (most of TO4's code is already C++)

  • Fixed blood not attached to moving actors

  • Improved balancing workflow of development build (dynamically loading datatables from filesystem without rebuilding the game)

UI

  • Exchange main font

  • New weapon images in HUD and buy menu

  • ServerlistFixed sort by players function
  • ServerlistFixed password handling (fixed game freeze after wrong password, added apply with enter key)
  • Added ingame menu clan tag switch

  • Rework key mapping, new functions: overwrite, clear, swap

Sounds

Deagle

  • New shoot sound

  • New draw sound

  • Reworked reload sound

M9

  • New draw sound

Glock

  • New draw sound

Hostage

  • New AI-Controller for better movement

  • Adjust swimming parameters

Gameservers

  • TO4ST-core officially supports assigning configurations to gameservers (game settings like map duration, round length, password, reserved slots etc)

  • Auto login to TO4ST-core via steam browser by clicking a button in the admintab

  • Masterserver with global player stats list (for now very simple). The website uses the player statistics of the TacByte servers. However, we can add more TO4ST-core instances. If you run servers and want your statistics to be included in our official player statistics list write a message in our #gameserver_hosting discord channel and you’ll receive a key you have to add to your TO4ST-core settings in order to be included.

Map Changes

MAP-RapidWaters

  • Reconstruction of the T-Start base-layout; lower water, water-hole, basement, upper and lower bridge

  • Changed sunlight angle

  • More lights on terror side

  • Wider entry into basement

  • Increased the force of the water-fall

  • Give hostage more teleport possibilities for better following

  • Fixed blocking collision on waterfall wall and truck

  • Added some dust decals to basement ground

  • Increased the fog panorama

  • Added sounds to movable doors

  • Higher basement floor on stair entry

  • Slight decrease of leaf movement

  • Better light at the spot near the truck on sf side

  • Some new/more design elements

MAP-Blister

  • Reconstruction A-Spot and A-Long

  • New sniper bunkers (also on lower and market)

  • Added rune on terror sniper spot

MAP-Escape

  • Increased the lighting on lower mid house and underground

  • Reduced the width of mid-way slightly

  • Removed blue container from landscape

  • Changed lower mid construction

  • Changed lighting and some materials

  • General visual polishing

MAP-Trainyard

  • Reworked bomb spots design

  • Wall painting polish

  • Access to roof in front of b-gate

MAP-2on2-Lock

  • Fixed nade collision on the big tree

  • Foliage polish for better view

  • Some performance improvements

MAP-FollowTheMoney

  • Collision polishing

  • Removed some overloaded objects for better movement and enemy spotting

  • Removed a useless little room on upper stairs area

MAP-RGB

  • Removed OP shadow

  • Nerfed skynades by adding higher buildings

  • Blocked one middle gap for terror snipers, so SF are in less disadvantage

MAP-Thunderball

  • General bug fixes & polishing

Source

Steam News / 23 December 2021

Open original post

Changelog.gg summarizes and formats this update. How we read updates.