First large patch for Tactical Operations
On the 19th of December, we launched our game, hooray ! Thanks for all the support so far. So far the feedback has been mixed, with a lot of good feedback and some criticism about things we can't/won't change (we are not a cs clone and we don't strive to be one). In the end, this game might not be for everyone, that's perfectly fine.
This first patch is the work of a few days, based on the most common feedback we gained. The patch is meant to brush off some rough edges, especially on the gameplay elements. Mind you: we have NOT focussed on the User Interface, while we know there is still a world to conquer there. Two of the most prominent changes are: you can now interrupt a reload (will cost you 1 clip), a small movement penalty has been added to some weapons and armor, also have we tweaked the general movement. This should make firefights feel less chaotic and make duels between players last a bit longer (Time To Kill).
Servers
We also would like to mention that we have a few extra servers deployed in new regions of the world (Chicago, Singapore - massive thanks to L4ur3ns for making this happen). The server package is not ready for public deployment, this should happen over the next month or so. If you ever need an admin or want to talk about servers, let us know on Discord.
Internal Testing team
Another interesting topic is the start of our Internal Testing team. This consists of people who have given constructive feedback (both positive and negative) about the game. With them, we are trying out the patches before we release them to the public and they are the first ones who will have opinions about new ideas and improvements to the game, this is also our first line of defense when looking for bugs. Again, we are making this game with and for the community and we are not afraid to have meaningful discussions about certain topics.
The new patch will be launched on 24-12-2019
Patchnotes version 19360
Note: This build includes new config settings, your config file will be reset. If some input binds do not appear in the input settings or do not work press Windows + R, paste & run %localappdata%/TO/Saved and remove the Config folder
Added stuff
- Knife slash first implementation
- Reload interrupt, force player to drop a full clip
- Plant bomb directly under the player if not aiming at a proper plant spot
- -10% spread if using a laser sight on a weapon
- Nades can be dropped now
- Add not empty filter to the server list
- 5 hp damage for the enemy when jumping on their head
- Equip last weapon bind
- Under settings: Weapon Bob Scaling, Viewmodel offset, skipGPUBuffering (experimental due to performance impact)
Changed
- Player running & water speed based on current weapon (-2% pistol, -3,3% smg, -5% rifle, -9% M40, -9% Famas) and armor, scaled by armor health (Helmet: -2%, Vest: -3,5%, Legs: -3%)
- 18% more sneak speed
- +4% water speed, +5% ladder speed
- -10% RPM Scar
- Allow input bind clearing (Escape), hard bind menu to Escape
- Higher auto pickup radius
- 50% more nade bounciness
- Flash nade time 3,6s -> 2,9s
- -14% HE radius
- Famas 6% more spread
- Nerf spray pattern, weapon spread kicks in with 70% instead 40% after the first shot and decreases slower
- M40 new price 8750
- Attenuation curve update movement & weapon fire (drop volume faster)
- Nade bounce volume boost 3db
- Clean up damage taken on round stats when map is over
- Smaller font size in the server browser list
- When launching TO4 for the first time it will launch in fullscreen at your current desktop resolution instead of 1024x768 windowed
- Default crosshair colour is now red
- Lower priority for round stats (should no longer overlap the menu)
Fixes:
- Fix a negative time when map time is over (scoreboard)
- Disabled the ability to ADS (aim down scope) when entering the buy menu
- Fix clan tags not showing up
- Fix damage taken list including old damage, clear on map end
- Only play hitmarker after succesful replication & only if damage was applied
MAP-RapidWaters (not yet done on CTF- and TDM-RapidWaters)
- Water entrance (terrorist side) now works when you come from the water, stairs side
- Added full ladder near lower water (this was a trick jump before). You can now enter the ladder from the water
- Added an extra window on high bridge (looking in the corner near the stairs towards front Main Base and the water
- Added blocking volumes over floors (lower and higher bridge, terrorist base) to give smoother gameplay and better bouncing of nades (instead of strange edges)
- Removed collision on objects or totally removed objects for more smooth / better movement in the map
MAP-Converge (not yet done on CTF- and TDM-Converge)
- Overall 8% less contrast in lighting (removed dark spots)
- Overall cleaned the floors and walls with elements that prevent smooth movement
- Reduced fog thickness (0,05 > 0,03) and starting range (3.000 > 5.000 meters), this gives a better sight on long range
- Removed the ledge on the drop point near tunnel area (annoying backstab place)
MAP-Fueled (also on CTF-Fueled and TDM-Fueled)
- Moved the crate near lower bombspot a bit more to the wall. This to make the trickjump still possible, after movement tweaks
- Overall 5%-10% less contrast in lighting (reduced dark areas)
[ 2019-12-23 21:58:58 CET ] [ Original post ]