Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
Changed vote kick to not include player calling the vote
Compound: potential fix for shimmering grass, and stopped poplar trees being weird
Tanker: initial art consistency and improvement pass
Removed Volumetric Scattering from several interior lights in Power Station, Rig, Run Down, Small Town and The Farm for performance reasons
Fixed overly dark truck material in Run Down
Fixed certain wooden fences not colliding with weapons in Depot
Removed debug AI cover points in The Farm
Reduced tac light illumination range to minimize performance impact
Fixed bug that caused late joiners to be assigned the least populated insertion points rather than the most populated ones
Added Lua script call OnWeaponAddedToInventory() so that game modes or mutators can detect when a particular player has picked up a weapon (or been assigned it in a loadout)
Added a call to assign team element numbers when player teams are changed, so that standard callsigns (based on element number) will hopefully update when players are switched teams
Fixed bug in WeaponRestriction mutator that wouldn't update the loadout if Breaching Charges were disabled
Updated Hostage Rescue:
If the hostage player picks up a weapon, they become fair game for the Defenders (to prevent exploit where hostage becomes an unkillable terminator)
Added post-spawn check in Hostage Rescue to teleport hostage to hostage spawn if for some reason the spawn failed
Removed close proximity intimidation for hostages (should stop intimidation of hostages pinned behind a defender)
Updated scopes (magnified sights) to stop dynamically scaling the render texture size if DLSS is enabled, and disabled PIP resolution scaling based on FOV
Added "requires restart" dialog to Bloom Quality settings
Made advanced Temporal Anti-Aliasing (TAA) settings accessible again in Settings › Video
Ongoing UI style and consistency pass on several menus, buttons, prompts and dialogs (still WIP)
Fixed up the match system and match info board a bit, and made match info visible again on listen servers (servers created via Host Game option)
Fixed team wins being counted double in game modes with team scoring (DTAS and Hostage Rescue)
Initialized ZooKeeper and map voting when a listen server is started (for the map voting to work properly on the match info board the first time the server is run)
Added game mode localization/lookup to the match info board vote buttons
Changed the localization/lookup for game mode names on the match info board to use a different system that should work better on dedicated servers
Patch #17 • V1033 Community Test
Patch #17 is now live on the Community Test beta branch!
A lot of work has been done on AI using ladders and doors, but please bear with us because it's a work in progress and the ladders in particular are not quite there yet.
Compound has received an optimization pass including foliage. Please keep in mind that the foliage may look off when anti-aliasing is disabled or set to FXAA. A fix is being worked on.
❓ How to join the Community Test beta branch
Right-click GROUND BRANCH in your Steam Library and select Properties…
Click BETAS on the left-hand list menu
Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
Improved appearance and efficiency of all foliage (WIP; will not work well with FXAA or no anti-aliasing)
Improved visuals and efficiency of the vista/backdrop
Sharpened up lots of textures
Improved the appearance of foliage and grass using custom normal maps — stops dark faces when grass is shadowed, removes need for subsurface lighting
Improved look of grass when looking down or high sun angle
Switched to a better looking simple wind material function, less glittery, looks more natural
Deleted lots of unused assets, foliage types, textures etc. relating to Compound
Fix for glass in City being overly bright in night vision
Updated doors and ladders to fix bugs, tweak settings and add new features improving AI usage (WIP)
Stopped the player being able to run/jog if "Always Run" is set while playing as hostage
Added missing collision to hookah model
Updated double doors to use mirror opening, so both doors open at once
Updated 747, Creek and City doors and ladders
Cleaned up doors/ladders/navmesh for better AI usage on Depot, Docks, Power Station, Rig, Small Town, Storage Facility, Tanker and The Farm (also added navmesh to The Farm so AI should work better if you place it there in a custom mission)
Updated "Advanced AI Settings" menu: fixed elements running over/into each other and improved overall layout
Minor UI style and consistency pass on various dialogs and buttons
Started UI pass on Time/Weather Settings menu
Restored minimap to Compound (map was missing on Ops Board and Tablet)
Fixed some light portal and mesh culling issues in Run Down
Fixed missing rust normal map in oil rig material when puddles are disabled
Restrained players (Hostage Rescue) can no longer pick up items
Fixed voting timeouts for passed and failed votes not being taken into account (defaults of 60 and 180 seconds used regardless), and greatly reduced minimum timeouts (for ease of testing and to give people what they want)
Rebuilt cover points in all maps
Hide vote widgets after votes ended (hopefully to fix votes hanging around when done)
Changed default reticle brightness setting to change range (is now 0–4 rather than 0–5, so removed "None" as option) and added "Automatic" setting (corresponding to most recent change where brightness is determined based on time of day)
Patch #16 • V1033 Community Test
Patch #16 is now live on the Community Test beta branch!
❓ How to join the Community Test beta branch
Right-click GROUND BRANCH in your Steam Library and select Properties…
Click BETAS on the left-hand list menu
Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
Fixed door in Small Town's building A opening too far
Fixed glowing foliage piece used mainly in Small Town
Some small lighting optimizations on Small Town
Fixed a few meshes in Storage Facility culling out too early
Reduced specular value on IR Strobe clear plastic section to make it less visible in the dark
Updated default character appearance/loadout to look better and be more rounded in terms of equipment
Updated PMII 5–25x scope model (will temporarily use the same Burris mount as LPVOs)
Updated DLSS/DLAA/AA settings:
DLAA is now under "Anti-Aliasing (AA)" in Settings › Video
Using DLSS will now correctly disable other AA methods
Removed "Ultra Quality" DLSS option
UI/art pass on Customize Patches dialog (WIP)
Hostage Rescue tweaking/fixing:
Added Restrict Defenders option to hostage rescue game mode: if set to "Yes", then defenders are blocked from leaving spawn building during setup time. Otherwise, they can move to other buildings from the start (albeit with spawn protection effects during the transition)
Improved handling of switch between Building Assault and Hostage Rescue
Hostage Rescue won't kick in until there are 5 players now (or 3 if "Force Hostage Rescue" is enabled)
Added basic AI to Building Assault for when there is a single player on the server
Added validation script for Hostage Rescue missions
Hostage Rescue now available on Run Down and Depot (Compound)
Set default for "Force Hostage Rescue" to "No"
Changed defender setup time in Building Assault from 5 seconds to 10
Added location markers in Hostage Rescue to show possible hostage starting locations
Tweaked scoring
Some small lighting optimizations on Rig
Fixed some glowing glass materials
Cleaned up some pallet stacks in Docks for better collision (and merged for performance as well)
Added 6 more skins for both Boonie Hat styles: M81, DCU, AOR-1, AOR-2, Tiger Stripe and Desert Tiger
Slight tweak to Helmet (HC) velcro color
Patch #14: New Hostage Rescue mode (PvP) and more! • V1033 Community Test
Patch #14 is now live on the Community Test beta branch!
❓ How to join the Community Test beta branch
Right-click GROUND BRANCH in your Steam Library and select Properties…
Click BETAS on the left-hand list menu
Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
First public test release of Hostage Rescue PvP game mode (see accompanying notes below)
Tentative crash fix involving M4- and HK416-series animations
Optimized material usage on Run Down architecture meshes
Set lots of cull distances, merged various meshes in non-playable areas and reduced material usage on more architecture meshes
Tentative crash fix involving VOIP
Bug fixes for resurrect function
New admin resatme function to resurrect at the invoking player's position
Dedicated servers now load the localization CSVs again (fixes format commands like "X killed Y" in Deathmatch)
Fixed MOUT acronym definition in Small Town description
Added new Lua library call player.HasGameplayTag() to allow Lua script to check if a character has a GameplayTag set
Fixed vote change map problem (overlay was visible that shouldn't have been)
Further small tweaks to TAA settings
Made sure lights in spawn areas for Arena maps are on for all TOD
Turned off cast shadows on various smaller meshes
Removed light array from Small Town light switches (gets rid of log warnings)
Updated City: parse on nav mesh with new tool for adding nav mesh modifier(s), corrected collision on some misc static meshes e.g. skipping rope
Hostage Rescue (PvP): Rules of Engagement
This patch introduces new PvP game mode Hostage Rescue!
It is currently only setup for Small Town, but as we test and refine it, it will be expanded to more maps. Keep in mind that larger player counts may not work particularly well in Small Town.
Here are the rules:
Hostage Rescue — Game Rules
A random player of the attacking team has been taken hostage in one of the buildings, selected at random by the game mode. The defenders' movements are restricted to within that building, unless the hostage escapes it. The hostage player is hooded and cuffed, limiting their vision and world interactions.
Defenders can lead the hostage around the building or simply hold them in place by holding the Interact key (default F). They can also intimidate the hostage into silence by pointing a gun at them, but you will need two defenders to both lead/hold and intimidate the hostage at the same time.
Attackers can select any insertion point and will have to find the building where the hostage is being held — possibly with the assistance of the hostage making some noise with the Talk (VOIP) key (default V) — and then breach the building and rescue the hostage. If the hostage has their cuffs released by the attackers, they will regain a full range of movement and team communication (i.e. radio and text chat).
Win conditions
ATTACKERS To win the round, at least one attacker must escort the hostage to any of the available extraction points. Alternatively, attackers will win if the defending team is eliminated.
DEFENDERS To win the round, the defending team must eliminate all attackers, or survive the assault until the time runs out.
› Any team that kills the hostage will instantly lose the match. Careful with those frags, people.
Building Assault
If there are not enough players to start a Hostage Rescue round (default 3), then the stripped-down Building Assault mode will start, in which the defenders are still restricted to a building, but there is no hostage and the teams must simply eliminate each other. The gloves are off in this mode!
Admins can force the Building Assault mode, similarly to how Fox Hunt can be forced in DTAS.
Building Assault currently requires at least 2 players. Like DTAS/Fox Hunt, it is envisaged to spawn in an AI bot if only one player joins a round, but this has not yet been implemented.
Players and balancing
We recommend 5–7 players minimum for a more satisfying Hostage Rescue experience.
Hostage Rescue uses quite aggressive auto-balancing to maintain fair teams, so make sure both your Red and Blue team kits are up to date.
Auto-balancing can be customized to be less aggressive if you don't mind uneven teams.
We kindly ask that testers give this new mode some special attention if possible, as we are interested to know what works and what doesn't — whether it's bugs or the game's rules and mechanics.
So keep the feedback and reports coming. We're very grateful for them!
Patch #13 — V1033 Community Test
Patch #13 is now live on the Community Test beta branch!
❓ How to join the Community Test beta branch
Right-click GROUND BRANCH in your Steam Library and select Properties…
Click BETAS on the left-hand list menu
Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
Added distance cull setting to base door blueprint with default of 2500 units
Added door handles to Compound, Small Town, Run Down and Tanker doors
Fixed dark splotchy lighting inside several buildings in Compound
Fixed some clipping issues with Combat Pants and Fleece Hoodie
Fixed some mesh culling issues on City and Run Down
Added black version of Specter DR 1x/4x
Added a variable length delay when turning on strobes, to desync them a bit
Added billboards to Sea Grass meshes (used in Depot too)
Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps)
Mesh build setting optimization (again on assets used in Small Town, will be small crossover)
Removed inconsistent sprint related hack in AnimAction_Reload_Master
Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice)
Hooked up firing & charge animations MK46 belt
Disabled multi-threading on AI light detector component (prefer stability over performance right now)
Crash fixes in modding manager relating to Lua state being used before initialized
Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s)
Cleaned up some foliage in big rocks on Storage Facility
Made truck window glass in Compound not glow at night
Fixed strange particle collision, switched affected emitter from GPU to CPU
Fixed bug in Team Scores function
Fixed a few bad lighting channels on doors in Small Town
Fixed issue with UMP45 stock being offset
Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation
Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference
Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing)
Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes)
Fixed magnification ring rotation on all LPVO-type scopes
Fixed some scopes using a static "fake glass" texture on the rear lens
Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x
Adjusted LOD distances on Sea Grass and allowed AI visibility blocking
Tweaked some light culling distances on Compound
Tweaked Mesh culling distances on Power Station and Run Down
Fixed a few collision issues on Creek
Standardized vehicle glass material between vehicles in maps
Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues
Fixed glowing window glass in Storage Facility
Visual adjustments made to the flesh bullet impact (VFX)
Fixed missing third-person PKM sound and updated Depot audio level
Fixed a few collision issues on 747 and PowerStation maps
Fixed character lighting in dark tunnel issue on Power Station
Cleaned up some light leaking in Docks
Auto balance routines moved to game mode Lua library
Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options
Fixed function name in WeaponRestriction mutator (weapon restrictions now working again)
Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between)
Spectator night vision now usable if following character (because some follow camera modes can use it)
Changed way NVG eye light color is done to try avoid replication type issues and to simplify things
admin startround command should work a little better
Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)
Patch #12 — V1033 Community Test
Patch #12 is live for the Community Test branch!
This is a quick set of fixes for a few game breaking issues (with a couple content things thrown in).
Patch Notes
Added door handles to City doors
Replaced old STANAG mag with newer model
removed erroneous dump pouch from the BattleBelt_TF.kit file.
This should fix kit saving issues
Fixed reticle disappearing issue with AK105 using a riser and G33
Fix full auto loop bug caused when someone begins firing while you are / are not watching them, then stops firing while you are not / are watching them. This will need extensive testing.
Patch #11 — V1033 Community Test
Patch #11 is now live on the Community Test branch!
❓ How to join the Community Test beta branch
Right-click GROUND BRANCH in your Steam Library and select Properties…
Click BETAS on the left-hand list menu
Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)