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Hello everyone, the end of March is upon us! We promised that after our long break (dec - march 2022) we would get back to you what the future of TO4 would be. We took our time to redefine our goal, our game and our team. Below you will find the first setup of the road forwards for our game.
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.
Hello everyone,
We want to let you know that our community organised a nice 2v2 tournament. Free to join, free to have fun and chances are there for prices and that eternal glory on our ingame Wall of Fame!
On Saturday the 4th of September 2021 the tournament will take place. Servers are in place, all communication will be done through the TO4 Discord. Just make sure you sign up on the roster (link below), be there on time, have a partner in crime and understand English.
Hope to see a lot of people ingame! Check this link to sign up!
Hi everyone, backers, enthusiasts, critics and want-to-try'ers! It has been 7 months since we released our latest patch. We announced we would take our time to make the next step for the game. Coming friday 25th of June, we will release the new patch on Steam. We will make sure there are servers up and running from the start! The time for the release will be 21.00h CEST.
Organised by a couple of enthousiastic players from our community, we played 1on1 Winter Tournament last night.
Our last post dated from the end of november 2020 - this seems like ages ago! Not to worry, we are still here! Working very hard indeed, we still have those filled servers in the evening hours (European times - sorry). We also still get a lot of feedback on various stuff: little bugs in maps, annoying UI menu's, cries for new and more maps.
UPDATE 26-5-2020 Something went wrong in our packaged and distributed content to Steam. Our apologies for taking hostage 90 gb of diskspace for a moment. The size of the game is back to normal (around 37gb) with the hotfix 20146. ORIGINAL MESSAGE Hi everyone! A few days later then we hoped for, we release a new patch for the game. Yesterday it was already on the PubTest branch for a final test (yes this branch is available to everyone on Steam also!). Attached you will find the patchlogs, since its an enourmous list again. Some really great work! Thanks to our very dedicated PTR testers we tweaked the weapon behaviour and player movement ones more. It's starting to feel better and better with every patch. Besides that I am very proud to introduce 5 (!) new map to the game! 4 of theose maps are ARENA maps. Smaller worlds, for quick games, ideal for that fast-arcade-fps-blood-pumping-feeling of a random day! Besides those Arena maps, Darksoe finished his MAP-Escape (yes... you have to escape the map). Try it out! Great work by DarkSoe, Dissident and Ssswing` with this new content. Th120 and Darksoe have been putting out a lot of work on tweaking, fixing bugs and overhauls on various elements of the game. Most noticable is the UI reworks here and there (some menu's are still a pain, we know that!). But the movement and weapon behaviour tweaks should make the game slightly more accessible to new players. Enough chitchat here, let's play! The servers are updated already! And do remember: we love feedback! Leave it in #feedback on our Discord channel! Come and visit us!
Hi @everyone. First off all; happy Easter or simply enjoy the weekend! We have been kept busy on our game, currently we are tweaking the new patch (this will include new movement and weapon tweaks). PTR test group We do this with our so called PTR tester group. These are players that love the game and spend time with us testing and refining the game. We do this on a different branch the public game. Perhaps you've seen in the #serverinfo channel some servers populated, but you can't find them in your server browser ingame. First things first: we are always on the lookout for enthousiastic people who want to join this PTR team. What do you need? Some spare time in the (European) evenings, a microphone and our Discord and motivation and time to give detailed feedback about the game. You don't need great skills ingame or be known with everyone. Remember that we (as DEV team) work with the PTR team, we listen to the feedback and with that we work. Interested? Leave a personal message at @Ssswing` or @ccKane or @w1ng4h on Discord! You mentioned a new patch? Yes, we have a new patch we have been working on. We have had feedback that the game feels to chaotic at times. Also the tracking on enemies is not always simple and easy. The use of certain weapons (yes i'm looking at you famous MP5) doesn't feel as satisfying as we like it to be. Another topic is the mouse input and the feeling some players have with this (or the lack of this actually). Th120 is figuring out various fixes that have a less heavy performance impact than the current "Skip GPU Buffering". More on this topic later. Also included is new content! Besides these tweaks we have also included two brand new maps. Mind you: heavy Work In Progress on both of them. MAP-Crossfire is made by Darksoe (he also made the Labyrinth map!) MAP-TrainYard is made by Ssswing`. Both are bombing scenario maps, where MAP-Crossfire is somewhat larger than most maps we have so far. The new patch will also include a new system for our maps on the servers and the voting system. Not all maps are fun playing 1on1 (hi MAP-Fueled) or are more competitive orientated (hi MAP-Prelude). We introduced the new tag: MAP-Arena-Name for small and fast maps. These are based on the more classic Arena or WarmUp setting maps. No objective, except shooting as you please Community So our community is more and more active. There are several great initiatives going about. Let's mention one of the most important ones: TO4 Clanwars (made by @L4UR3NS and his team). The idea is that there will be a easy to use matchmaking system on Discord, combined with a website with competitive ladders. This is also the platform from which our first Tournament was held (congratz to emP.to for winning). For now we will keep using the #looking-for-match channel in the TO4 Discord. When our community grows we will move this activity completly to the TO4 Clanwars Discord. TO4 Clanwars will stay active during all this time offcourse! Final words We see more and more people playing the game, which is great. We do realise that our game is rough in places. The "easy to learn hard to master" is kinda steep in the game, especially if you join a server with already great players. I want to ask you all: help each other out! There is no fun playing a game where you get instantly shot by semi-pro's and their m40's. Another topic; empty servers. Again, we are a small game, with a smaller DEV team and a non-existant budget. We have to grow the community by playing a lot, sharing experience from player to player, etc. Best way to get some players when you want to play: do a shout-out on Discord! Thanks for reading, think about the PTR roles we offer and hope to frag you soon ingame! TO4 Discord: https://discord.gg/TVp9Xd
This update will introduce some changes to the movement parameters. We got quite a lot of feedback which was about gun figths being too random or general feedback about a chaotic feeling while fighting at closed quarters. For this reason some movement parameters were edited to reduce abrupt changes in direction. In the linked video you can spot the effect of fast changes in direction on the player's aim. The goal is not to completely nerf strafing, but reducing those "random" situations. We appreciate any further feedback on this topic. We will tweak the movement in upcoming patches if needed. https://www.youtube.com/watch?v=mQ-raQwz6dM Another point was the quite short TTK of our rifles. In this patch we generally decrease the damage of all full auto weapons. Now all of them need +1 hit on the chest to kill. Feel free to also give feedback on these changes.
TO4 Tournament
Now the signup can begin for the TO4-cup! Date has been set to 21st of March (Saturday) with starting time at 6.00PM (18.00) CET. Everything isn't sorted yet but mostly done with planning.
There is set a cap of 16 teams in the cup, so be sure to sign up as soon as you can! And there must be at least 4 players signed up to get accepted into the tournament, so that means that you are not signed up before you've assigned a total of 4 or more players on the webpage!
Signup @ https://battlefy.com/tactical-operations-4-4on4-cup/4on4-cup/5e53ea6729027a1e76b912c6/info - Let the fun begin!
For more information, contact m4ttiz on Discord!
TO4 Ladder website
A few enthousiastic TO4 players have started an initative to create a ladder-alike website, to bring back a competitive element to the game! Before they work out the idea any further, they do want to find out how many backers there currently are for the initiative.
Please visit the website https://towars.net/ and register your name there to support this idea! The details wont be shared with anyone.
For more information, contact L4UR3NS on Discord!
TO4 MixedWars
Also don't forget, almost every evening around 20.00 -21.00 CET there is a mixwar organised. Based on the number of players the mixedwars are formed. Its free for everyone to join, just make sure you have an active microphone (and preferably speak english). All is organised through Discord. Take a look at the #looking-for-match channel and add yourself to the game! It brings a whole new dimension to the game instead of the regular Public gameplay.
Where to find us? www.Discord.gg/TO4
Added:
Added: Pulse on bomb zone image when bomb is planted Hide blood fx setting Weapon wear (resell to 2/3 original price when sold after the round it was purchased, the buymenu price coloured red in that case) Reset round vote & admin command (restores money and inventory to the last round end) Scale hitshake on damage (1..36hp min / max) Changed: Moneysystem RoundWinnerMoneyNormal 3000 -> 2500 WinEscapeMoney 3000 -> 2500 HostageRescueMoney 1000 -> 500 WinHostageMoneyTerr 3400 -> 2700 WinHostageMoneySF 3400 -> 2500 WinBombMoney 3000 -> 2500 RoundLoserMoney 2400 -> 2000 RoundLoserBonus3 500 -> 800 RoundLoserBonus5 1000 -> 2000 DrawMoney 2500 -> 2000 EvidenceMoney 800 -> 500 Adjust eye height in water, make water leaving easier MP5 +4% RPM UMP +3% RPM Pause classic game on next or current pre round when voted (only if player game control vote is enabled on the server) Higher range water enter / leave sound Higher volume bomb timer New bullet decals and impact effects Reset money when swap teams is executed Unscope weapon on reequip attempt Treat leave as death for round end +7% recoil if auto recoil recovery used Treat hostage damage as FF, auto temp kick ban player with >500 FF dmg (new default value) Fixed: Use complex collision for use action to avoid bomb being overlayed by rough collision primitives Force zoom reset to spectators on weapon change Clunky hostage handling Bad rounding hostage killed (ends round when first hostage dies) Character blocking own nade after spawn (in some cases) Wrong laser state replication High loser money after swap teams executed Night vision not saved when escaping Some clantags not saved MAP-Prelude Complete overhaul; still work in progress, please give feedback MAP-Fueled Remove graffiti static mesh and replace with Decal Middle area, remove higher fences, brought back the old ones Floating rocks on groud A bombspot removed Floating crate A bombspot back on the ground Blocked a small hole under the truck on SWAT sniper lane On sniper line near the SF area, the tree can no longer be used to climb On sniper line near the SF area, the truck can no longer be used to climb Removed the has blurry lines on the Building near bombspot B MAP-FollowTheMoney Removed cabines near the red sofa; you could see the entire map from there MAP-RapidWaters Closed the window on highbridge, closed to Terrorist base (you could jump out) Fixed physical materials Lower bridge has a blocking volume, removed the BlockAll function and made it BlockPawn only Change railing on high bridge. Less change that bullets get blocked, better view towards WaterEntrance on Terrorist side Changed settings on blocking volumes (also on crates), removed the BlockAll function and made it BlockPawn only Added more foam to the streaming water, this covers the swimming players better
Changed: Max FPS 210 instead of 150 Allow TO4.cfg update instead of replace when new settings were added The team which kills half of the hostages loses Mk20 -9% damage, price 4800 -> 5000, ammo 15 -> 100 M40 Price 8750 -> 8900, ammo 75 -> 150 Glock, M9 100% dmg 0-10m, 100->60% 10-28m, 60->16% 18->88m MP5SD shoot sound louder (3dB) Defuse volume bomb scaled up slighly Lower jump off speed for pawns (when jumping on another player) Hostage kill penalty 800 -> 1200 Fixed: "Real" spectator not able to enter ghostcam Weapon cloning exploit Maps: MAP-Fueled Blocked middle lane, the gate window, half Lowered the metal bars in the middle area, near the gate window Redid the middle drop-point where SF can sidestab Terrorst going to A (higher) bombspot. Its a smaller opening, less random where a player may appear Closed a lot of railings / fences where you could should through Gave canals a little more cover from the middle (for instance; blocked the gap under the blue truck) Raised the fences in middle area, near the white truck. Better cover Blocked a part of the area near the palm on SF sniping lane (no more shooting under the truck), also slight better cover on the bombspot Added a blockade under the red tank on B (lower) bombspot, it was too easy to shoot someone when it was planting / covering the bomb Added an extra crate on B (lower) bombspot to give more tactical movement possibilities (its now an L-shape) Slightly moved the coal container near SF spawn to overview the B (lower bombspot more). As a counter, the spiked railing on top of the wall is blocked off. So its less random where a player shoots from MAP-Scope MiddleHouse, lower area, gained a little more general light. This way its easier to see from the outside in Removed collision from all BarbedWires (blocked bullets and players) Redid some meshes of the B building, with a higher shadow resolution. This gives it a better shadow quality (was very blocky) Added Plywood to the metal fences on the bridge. This prevents lame sniper / random bullets passing from this position. Now its more obvious where a player can shoot from Removed the pillar in the lower facility (near the hostage), this was annoying on movement Lowered the light intensity slightly on lower facility hallways (had annoying bright spots on the player and gun model) Added a new rock on Sniper Mountain (near SF side) to make it obvious just can't jump any higher Removed shrubs near Sniper Mountain Fixed Trees; leafs blocked bullets MAP-Eviction Blocked the ledge on the towerflats next to the sniper roof near Terrorist base Closed the gap between the plywood on the 1st floor "construction floor" of the main building Added more Global Illumination light, less intense Direct Sunlight, in order to get less intense contrast between shadow and lit areas Rescaled the fences on the stairs infront of SF base, you can now jump and walk on them Removed a Bookcase and pillar just outside of CFO laptop hackspot (blue room), for better movement Removed a few yellow poles on the outside area, in between SF and Terrorist spawn, for better movement
Added: X/Y mouse sensitivity settings Allow to hold use before object is in range, use action is executed as soon as in range (useful for defusing / hacking) Optional Auto Recoil Recovery setting (crosshair interpolates to its initial position after shooting a bullet) Third person physic animation on body bullet impact Changed: 20% more gravity for all physical objects (for the player it is about +10% in total since its gravity multiplier was decreased by 10%; jump height stays the same) Subtle velocity boost when falling / jumping (4%) HE nadetimer 3.66s -> 3.3s Higher pitch body impacts Higher range other impacts Balance audio of bullet flyby samples (they varied by ~6dB) Louder nade impacts (+2dB) Glock, M9 -4% YRecoil UMP, MP5 -5% YRecoil New Mossberg / Spas spray pattern Spas -10% YRecoil Mossberg -15% YRecoil Saiga price 1800 -> 2800, +7% precision, -35% YRecoil, RPM 152 -> 142 AUG -10% YRecoil, -12% recoil scoped M4, AK -4% YRecoil M16 -7% YRecoil Famas -9% YRecoil M40 2% more movement speed (-13% -> -11%) Less angular damping on nades (should reduce the "stone throwing" behavior) No map replay for 2 maps (new default value for servers, if servers have changed that value at some time it is not applied) Fixed: Defuse / hack bar missing for executing player Fix TDM crashing on Blister, Fueled, Rapid, Converge due to missing navmesh Allow weapon reloading if chamber is empty, but clip is full (+1 bullet in weapon) Wood bullet impact sound missing
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Added:
Added: Flash grenade audio lowpass effect Chat vote: !vote nick (nick could be any unique nick substring on the server, "iana" -> "Xhiana") Allow flash aggregation (only add half of the smaller value to the greater value) Print updated player votes when a voter leaves Changed: Mk20 -8% RPM, clip size 7 -> 6 -5% damage taken on arms, decrease damage M40 -> one shot death, arm hit zone not possible M40 always apply movement penalty (even when holding knife), draw time 0.212s -> 0.64s, Max clip size 5 -> 4, Max clips 6 -> 5 Deagle +5% YRecoil, more XRecoil (12% of YRecoil) Scale dropped money mesh +20%, money reward 500-> 300 +18% flash duration Restrict show mouse keybind to scoreboard Longer dmg range for m9, glock Assault rifles (ak, aug, m4) +2,5% player speed (still slightly lower than smg) Longer range for shotgun dmg Add initial burst to smoke particle system (should spread slightly faster) Reduce smoke particle spawnrate Fixed: Fix warmup money restored when player reconnects during round Buymenu not closing after warmup Fix sort servers by playercount (click "Players") blocked by text label Fix closing scoreboard when player dropdown was used Avoid scoreboard dropdown closing if mouse is 1px off from buttons Fix banned message invisible on 4:3 Fix weaponbob 0 after restart Fix admin could be votebanned (results in a ban which only works if they lose their admin status) Fix mouse still visible after closing ingame menu (in some cases) Fix viewmodel offset slider mode (only setting a value works as intended)
Changed:
Version 19362 includes a few fixes and a movement change. Changed:
Hello guys, thanks for your patience, the Early Access version of Tactical Operations will be released to all players on 19th December 2019. We have uploaded our first release candidate to Steam and got approval. Current alpha testers can play the current release candidate via our steam alpha AppID, while we are working on the last remaining tasks. When Early Access launches all keys for the alpha release on Steam will be invalidated as we move development to our Early Access Steam AppID, you will not require a new key as the game will be free to everyone via our Steam store page. Please keep in mind that you will still encounter bugs in Early Access, we will need feedback on these to fix them. We track bugs via our #bugs channel on our Discord server. For us, the most important information you can provide is how to reproduce a bug on our systems. Please give us as much information as possible, screenshots and videos are also useful in most cases. Since launching the public alpha we have had plenty of feedback from the players. Thanks to the community feedback we have already received, we have altered and even added features. A shortlist of the most important new features: New audio engine: The audio engine was exchanged; we switched to Wwise by Audiokinetic which resolved most of the issues we had with the old one. Most of our sounds were migrated and some reworked (keep in mind most of the sounds are still work in progress). Additionally, an optional HRTF audio output for stereo headphones was integrated (allows more accurate spatialization, but loses sound quality). Two more game modes: Capture the flag is available for all maps, some maps have received small layout changes to better accommodate gameplay for that game mode. Team Deathmatch is also available for all maps. It should be fine for casual playing, but the spawn-find logic might need some improvements (feedback appreciated). Grenades update: Introducing the new flashbang, nades were split into two slots; Tactical Grenades and Explosives. Players are now able to carry a HE + Smoke or Flash. The deadly range of the Atomic Bomb called HE grenade has been greatly nerfed. We appreciate feedback on all grenades (range, total damage, usage, etc.). UI code rework: The entire UI code has been rewritten to allow easier additions/changes and less bug vulnerability in the future. Please keep in mind that a full rewrite always introduces some small new bugs. We try our best to fix them, please report if you have any issues (reliably reproducible bugs are an easy fix for us most often). Also, note that the User Interface is still the same visually. We cannot currently work on this due to lack of dedicated menu designer and there are higher priorities. Early Access, and then? As you have already noticed we are still in development which means we will continue to improve the game after we launched into Early Access. After this Early Access release, bug fixing and balancing will still be prioritized. New content (weapons, public player statistics, maps) will be added later on. Within one month after release, we will provide a dedicated server package (Linux only) and a simple back-end tool to manage bans, admin/mod rights. In the current state of the game, we use quite a lot of 2d / 3d placeholder content. We hope that this public Early Access helps us finding new developers who would like to join us as we further develop Tactical Operations. We badly need 3d modelers/environment artists, a 3d animator, and a 2d designer.
Hello again, First off, thank you all for your patience. Today we start with the release of the first 1.000 Steam keys for TO4: Tactical Operations. We are excited, happy and a little tense :) How to get a Steam Key for preload: (You only can request Keys in our Discord, time to join? -> https://discord.gg/TO4) The request module will be activated on monday 30. September @ 18:00 CEST How to request a key. 1) Search for user xhiana and send a private message to this user, something like "xhiana can i get a key?" 2) Xhiana sends back a TO4 Key for you. Start Steam and chose "Register a Product on Steam". Use the provided key by xhiana. The game will be downloaded from Steam. 3) Start the game at "TO4 Alpha" 4) Official Server Start is on Tuesday 1. October @ 18:00 CEST 5) Connect to a server through the server menu and have fun online! Important: Please remind yourself; this game is in alpha stage. This means it's still rough in places, it might contain bugs or unlogic user interface. You have been given the Discord role "1st Wave", more details about this soon.
Hello everyone, We have a Teaser for you and the Youtube Premiere is scheduled for today. [previewyoutube=9QmrH7VG45g;full][/previewyoutube]
Hey! We are going live later today with a music composer stream at 8:30 CEST + 5 Keys giveaway for our alpha. See you there! https://www.twitch.tv/to4game
Hey everyone, we'll be doing a livestream today at 3:00PM EST / 21:00 CEST. We have some new things to show you and answer your questions, see you soon! Twitchlink
Hey everyone, we hoped you all had a great Christmas day and are continuing to enjoy this festive season, we said in our last devblog that we were going to start an internal stress test in December, yesterday that happened and we invited thefirst100 group from our Discord group to test the game. This test should help us to estimate an Early Access release date for everyone.
We keep you updated!
Enjoy the rest of your holidays from the Tacbyte Team.
Hey everyone, we'll be doing a livestream today at 2:30PM EST / 20:30 CEST. We have some new things to show you, see you later! Twitchlink
Missed our stream? It is now available on Youtube, enjoy! https://www.youtube.com/watch?v=MyxKfryMJ0c
Please, join us today 21st January 2018 at 8 pm CET as we will be streaming our Pre-alpha TO4: Tactical Operations gameplay on Twitch www.twitch.tv/to4game, we will also be answering your questions about the game and its development. The game is due for release to Early Access Alpha testing via Steam sometime around Q1 2018. We are dedicated to making this game with the communities help and input. there is a lot that is still broken and a lot of content missing right now, but that will change over time. Please join our Discord group or visit our website www.to4.co for more information. This stream will be available in a couple of days time via YouTube or another platform if you miss it. Thank you! the TacByte Team.
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