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Operation: Harsh Doorstop — Summer Relief Update (0.14.2.0) Changelog

Summer Relief Update (0.14.2.0) Changelog

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

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