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Everhart Update - Changelog

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Everhart Update - Changelog

05 Jul 2016, 15:37



CHANGELOG


Everhart Update


Action Game Changes

  • The changes in this section are explained in the news post: “Immersion and Gunplay Tweaks in Everhart”.
  • IK foot upgrades to improve looks and immersion on angled surfaces and when moving in crouch
  • Character movement optimizations to improve feel and immersion
  • Deploy cam upgraded and reworked to provide a smoother transition and enhance immersion
  • Death cam upgraded and reworked
  • Relative mouse input, for decreased mouse latency and better handling
  • Vehicle seat transitions improved (switch/enter/exit)
  • Aligned camera angles (enter/exit)
  • Using hatch-animation when exiting from inside view
  • Seat camera constraint tweaks, to make it feel smoother and more natural
  • Show map animation upgraded
  • Doppler-effect sound fix
  • New optimized camera recoil system
  • Firearm tweaks (improved bullet timing & precision for both mounted and handheld weapons)
  • Added a dedicated button to switch firing mode, and it can now be remapped to another key.
  • Removed map bob (ingame map-bounce when running)
  • Squad orders are now shown in the deploy menu


Weapons & Vehicles


  • New German Blitz Truck Infantry Support Vehicle
  • New United States CCKW Cargo Truck Infantry Support Vehicle
  • New Soviet GAZ-AAA Cargo Infantry Support Vehicle
  • Minor changes to gun elevation & turret rotational speed to reduce jittering and smoothen movement for the tanks listed below
  • Adjusted Depression / Elevation values on the tanks listed below. For the Soviet tanks this lets them lower their gun a bit more than before to improve gameplay.
    • Light Tanks: Panzerkampfwagen II Ausf. C, BT-7 Model 1937, T-38 Model 1937. T-70 Model 1942, M5A1 Stuart
    • Medium Tanks: Panzerkampfwagen III Ausf. J, Panzerkampfwagen IV Ausf. H, Panzerkampfwagen V Ausf. G, T-34 76 Model 1942, T-34 85 Model 1944, M4A3E8 Sherman, M4A1 Sherman
    • Heavy Tanks: IS-2 Model 1944
  • Added the correct weapon sounds for the T-20
  • Fixed entering T-20 animation issue where the soldiers hand would flip up and down rapidly
  • Fixed sudden change of head / camera position in the T-20 gunner position when zooming out of aimed view
  • T-20 and Weasel no longer count as tank kills in the scoreboard
  • Fixed tripping animation issue when turning 359 degrees in 3rd person in the M18 Hellcat
  • Changes to deploying in halftracks:
    • You no longer deploy directly in to the gunmount
    • When in the gunmount position you will always be able to switch away
  • Reduced ‘Wrench’ from 2 to 1 equipment point and changed the damage to 35
  • Grenades, mines and rocket launchers now has an ammunition box that needs refilling, instead of ‘repair’.
  • Reduced default number of clips for PPD-40 and PPSh-41 to 2, bringing the total number of bullets in line with the other SMGs

Skins & Camouflages


War Map

  • Removed "Squad has to have resources" requirement from queueing on specific War Battles, this makes it easier to join specific battles. - Having Assault Teams in the battle still gives a higher priority for joining that battle
  • Added 2 new towns in The Netherlands (Gouda and Veenendaal)

Ribbons, Badges & Unlocks

  • Moved Iron fist Bronze to Chauffeur ribbon grade 2 to 1
  • Added all 3 new truck unlocks to Chauffeur ribbon grade 2



UI Changes

  • New faction filter mechanism
  • Global items (top bar) is now less cluttered, options are now in a dropdown with easier access to many items
  • ‘Mute sound’ button has been removed, but volume can of course still be adjusted in the menu.
  • Team kill/damage penalty information has been updated with layout and tooltip.
  • Notifications and messages are now accessed from top left corner
  • Friends list has been changed to a window in order to improve user experience
  • All flash windows follow new unified design rules to make them more consistent and easier to use.
  • Added the option to close any window with a close button in the upper right corner
  • New soldier screen backgrounds with faction color tinting

Other

  • Updated the Bad Words filter
  • Improved and updated Anti-cheat.
  • Various Backend optimizations
  • Friend list now no longer scrolls to the top when a friend’s status has changed
  • Creating a chat channel starting with Soviet will no longer create a second Soviet Army channel
  • Fixed the source of a time-out issue on the Steam Client
  • Fixed a rare crash occurring when launching First Blood
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Reto.Circinus

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Re: Everhart Update - Changelog

05 Jul 2016, 15:37

Hotfix 120293 - [2016.08.03]

  • Bug Fix: On some missions on some servers, collision objects could break so you could fall through ground/stairs/walls.
  • Bug fix: Joining a specific mission as a tanker (with or without a squad) would take vehicle filter into consideration instead of including all (owned by all squad members) vehicles, leading to longer match making times.
  • Bug fix: Friends list sometimes showed offline friends as online after the logged off
  • Bug fix: Launch button while in a mission remains clickable but did nothing

Hotfix 119901 - [2016.07.26]


  • Squad owners can now leave their squad when the grace period is over
  • The Combat button will now display a countdown timer for the duration of the grace period when you close the action client, counting down from 180
  • You can now see the battle briefing window for war battles in preparation phase, and see how many players are queued up for it
  • When a skirmish battle appears on the RTS map, but no AT's have arrived, you will now see a blank battle details window until the Assault Teams arrive on the battlefield
  • Friends list has been updated with better overview of friend options
  • The battle director (funness evaluator) is now aligned with the squad resource requirements (matchmaker requirements)
    • In order to make a battle fun, sufficient resources must be in battle. For a 3-faction battle there must be enough resources for 12 players and for a 2-faction battle there must be enough resources for 18 players.
    • These 2 types of resources must fill at least 50% of the available resources in order for the battle to be considered 'fun':
      • Infantry: 12 spawns per playerslot
        • 3-faction battle: 144 spawns
        • 2-faction battle: 216 spawns
      • Paratrooper: 12 spawns per playerslot
        • 3-faction battle: 144 spawns
        • 2-faction battle: 216 spawns
    • The other type of resources:
      • Tanker: 10 spawns per player slot
      • Pilot: 10 spawns per player slot
      • Recon: 10 spawns per player slot
  • You can now queue for a specific war battle without being in a squad
  • You can now queue for a specific war battle while it is running
  • You can now queue for a friends battle (alone or with a squad)
  • Removed camera transition for free cam in planes and added a slightly faster transition in general for planes
  • Fixed Squad order delay issue at high latency (80+ ms)
  • Fixed that players kicked from their squad would end up in a large "squadless" chat
  • Fix for a rare bug which caused colliders to be missing (so you could drive / walk through water, walk through walls, etc)
  • Tweaked camera transition's and blend times

Hotfix 119539 - [2016.07.12]

Hotfixes
  • Some servers upgraded with bigger SSD disks
  • Statistics server database updated

Hotfix 119501 - [2016.07.08]

Hotfixes
  • Fix for bug: Dead bodies / Ragdolls sometimes instantly disappear or are misplaced
  • Fix for bug: When moving close to a wall characters does not always raise weapon to indicate you cannot fire.
  • Fix for rare instance, where grenades flew through walls on heavily loaded servers.

Hotfix 119341 - [2016.07.07]

Hotfixes
  • Hotfix: Stuck at 80% load fix
  • Hot fix: Action client crash fix
  • Hot fix: Fixed ammo pouch issues with PPD-40 and PPSh-41
  • UI Bug: Button that could be used, still had mouseover effect
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Reto.Circinus

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Re: Everhart Update - Changelog

06 Jul 2016, 08:47

"Relative mouse input, for decreased mouse latency and better handling" Does this mean there's less latency when firing the weapons? (I think this was touched on in the dev stream but my memory is hazy).

I'm still a bit worried about those new trucks being unlocked at chauffeur ribbon level2. Especially when they're using the mechanised infantry ATs.

"• Improved and updated Anti-cheat." Hopefully this is why we've seen a few more posts from folks asking why their accounts were banned. Keep the game clean.

Anyway thanks for the detailed notes and seems like a fairly decent update, can't wait to try it out.
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Re: Everhart Update - Changelog

06 Jul 2016, 08:49

Ok retoRobotron, I think my losing my vision I don't see any changes to the M2 or STG 44.

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Re: Everhart Update - Changelog

06 Jul 2016, 08:56

"Doppler-effect sound fix"
Can someone explain that? I know that Doppler-effect means, but what exactly was changed?
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Laxlu

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Re: Everhart Update - Changelog

06 Jul 2016, 08:57

move boat get out da way!
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Re: Everhart Update - Changelog

06 Jul 2016, 08:58

Reto.Circinus wrote:[*] Removed "Squad has to have resources" requirement from queueing on specific War Battles, this makes it easier to join specific battles.


Does that mean that "Enter Combat" Button is somewhat back into the game? :!:


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vectorA

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Re: Everhart Update - Changelog

06 Jul 2016, 08:58

NO Assaultweapon changes?. After all the facs that been put forth?. And what about Panther cammo?.

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Re: Everhart Update - Changelog

06 Jul 2016, 09:05

Balancing issues are considered to be fully adressed after F and G build mapfocused builds. 2 more months of m1m2 and mg42 :(

So we can queue on any battle now that has not started? Sounds great!
Time to wrench all the things 8-)
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Re: Everhart Update - Changelog

06 Jul 2016, 09:06

The tank changes are welcome, but why did they reduce the PPSh/PPD ammunition? That wasn't the problem with those guns. :roll:
Vudu_guy wrote:give us, the BETA TESTER the chance to try them! after all WE are the ones that play the game!
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Re: Everhart Update - Changelog

06 Jul 2016, 09:10

*Reduced default number of clips for PPD-40 and PPSh-41 to 2 instead of 6, bringing the total number of bullets in line with the other SMGs

if you have already worked on it , what's with the m3?? :twisted:

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Re: Everhart Update - Changelog

06 Jul 2016, 09:16

dillaz wrote:*Reduced default number of clips for PPD-40 and PPSh-41 to 2 instead of 6, bringing the total number of bullets in line with the other SMGs

if you have already worked on it , what's with the m3?? :twisted:
yeah +500 ammo :lol:

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Re: Everhart Update - Changelog

06 Jul 2016, 09:17

vectorA wrote:
Reto.Circinus wrote:[*] Removed "Squad has to have resources" requirement from queueing on specific War Battles, this makes it easier to join specific battles.


Does that mean that "Enter Combat" Button is somewhat back into the game? :!:


Depends on how you look at it. You can still *only* queue in the preparation phase.
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Reto.Circinus

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Re: Everhart Update - Changelog

06 Jul 2016, 09:18

Laxlu wrote:"Doppler-effect sound fix"
Can someone explain that? I know that Doppler-effect means, but what exactly was changed?


You could experience Doppler effect in your own vehicle by moving the camera around (both in 3rd and 1st person) which was very odd (but understandable from a coding viewpoint as your 'ears' are the camera) - it is now easier to distinguish between your vehicle and other vehicles' sounds.
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Re: Everhart Update - Changelog

06 Jul 2016, 09:21

Reto.Circinus wrote:
War Map

  • Removed "Squad has to have resources" requirement from queueing on specific War Battles, this makes it easier to join specific battles. - Having Assault Teams in the battle still gives a higher priority for joining that battle



soooooo...you guys dont admit that the squad 2.0 changes were super bad but slowly re-roll everything back to c-build?

Could you now please remove those stupid "queue only when in preparation" and then you might add "queue on friends battle" in G-build.

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Re: Everhart Update - Changelog

06 Jul 2016, 09:23

Reto.Circinus wrote:
vectorA wrote:
Reto.Circinus wrote:[*] Removed "Squad has to have resources" requirement from queueing on specific War Battles, this makes it easier to join specific battles.


Does that mean that "Enter Combat" Button is somewhat back into the game? :!:


Depends on how you look at it. You can still *only* queue in the preparation phase.



Even if i dont have any ats in the city?

[ Post made via Android ] Image

vbgbasse

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Re: Everhart Update - Changelog

06 Jul 2016, 09:27

Tab acting as enter with ingame movement not fixed :(

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Re: Everhart Update - Changelog

06 Jul 2016, 09:28

vbgbasse wrote:Even if i dont have any ats in the city?

[ Post made via Android ] Image


Yes, during preparation phase. With or without AT's from your Squad you can queue. Having AT's in the battle will still give you a higher priority though.
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Reto.Circinus

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Re: Everhart Update - Changelog

06 Jul 2016, 09:29

New maps ? ))))))))))
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Re: Everhart Update - Changelog

06 Jul 2016, 09:30

Reto.Circinus wrote:
vbgbasse wrote:Even if i dont have any ats in the city?

[ Post made via Android ] Image


Yes, during preparation phase. With or without AT's from your Squad you can queue. Having AT's in the battle will still give you a higher priority though.


guess that would be better than banning 90% vets for current method of joining....

:lol: :lol: :lol: :lol:

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