Full notes
Full TRAPPED update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Performance
- UI and audio
- Maps
- Balance
TRAPPED changes
GENERAL
Starting with this release, we will be pushing a new build live every Saturday between 8AM and 10AM PST.
BUGS
Player character initialization was extremely sensitive to latency. That should now be greatly improved.
Robots follow range has been increased to 150 meters. They can now be commanded from clients, not just the host.
Many stability and performance improvements.
Mutant fog should now spawn on clients as well as the host.
Placeables now auto-ready if you have more of them in your inventory.
Reload sounds for all characters were playing on all other characters. You should now only hear your reload sound and those of players nearby.
Weapons would sometimes ready but not be able to fire. This was most common on client machines with higher latency and should now be fixed.
CONTENT
Numerous improvements/fixes have been made to the environment.
There is now a small hill with a tunnel passing through it near the landslide on the road west of the dam.
The Slaughterhouse has been given some new love. Go check it out.
All capture points have now been moved into a streamable map which loads as part of the TAKE IT BACK! scenario (see below).
There are 10 capture points in the TAKE IT BACK! Scenario (see below), each associated with a particular area or landmark on the map.
FEATURES
ROBOTS - Robot commands have also been limited to “Follow” and “Guard”. If a robot is following you then no other player can give it commands. If you tell a robot to guard an area other players can tell it to follow them. Robot accuracy has been improved slightly. SCENARIOS - The game now uses a system of scenarios which offer unique situations and objectives to challenge players. In this release, the only available scenario is similar to the ‘capture the control points’ of the original game. However, in future releases, we will be adding several new scenarios that will change up gameplay considerably.
OBJECTIVES - These are goals that the players need to complete as a team in order to win the current scenario. A new objective tracker has been added to the upper right portion of the HUD and each objective has a progress bar to help you see how close you are to victory. PLAYER OBJECTIVES - These are functionally similar to team objectives and will show their progress in the objective tracker. However, each player chooses one personal objective when they enter the game. Each objective can only be chosen once, so act quickly to get the objective you want. Each type of player objective offers an in-game reward that will help you and your teammates against the mutant and military onslaught.
SUPPLY DROPS - Whenever you complete your player objective, a cargo aircraft will fly over your position and drop a supply crate. The contents of the crate will depend on which objective you completed. Note that anyone can loot the supply crate but it will drop within 50 meters of the player who just completed their personal objective. HOTBAR - The hotbar UI has been completely revamped, both for simplicity and to accommodate an upcoming batch of UI improvements for gamepads. This includes several changes:
There are 7 hotbuttons now, instead of 10. Buttons 1-3 are reserved. Currently, Buttons 1 and 2 are used for Primary and Secondary weapons. The remainder of the hotbuttons are permanently assigned to placeables and consumables used
Source
Changelog.gg summarizes and formats this update. How we read updates.
