This update adjusts a lot of settings for Lumen Global Illumination and Reflections. We've carefully tuned some default engine settings which should fix a lot of issues with existing maps and things being a bit too dark. There is now a significant amount of indoor lighting to prevent things from over-darkening along with some boosting to texture colors.
There's also an important fix for auto-exposure settings which weren't originally tuned very well for a competitive shooter. These settings are what adjust the exposure of your eyes as you walk into light areas vs dark areas. We've now overridden the entire auto-exposure system in the engine so that it performs as intended. The same goes for workshop maps which should inherit all of these settings by default.
Task Force 0.5.14.1979
This update enables Lumen Global Illumination and Reflections by default. It includes some optimized settings to ensure these new lighting modes run as efficiently as possible. These new features are what make everything "pop" in Unreal Engine 5, but (as we always do) we wanted to focus on performance fixes prior to experimenting with these new rendering features.
As you can see, these new GI and reflection modes significantly increase the graphical fidelity of the game. There are now actual light bounces that adjust the color of surfaces to create a much more sophisticated representation of a scene. It also creates high quality reflections that can now show elements that are completely off-screen.
However while these new lighting modes look fantastic, we want to ensure performance is never compromised. Therefore we've included some new graphics settings that allow players to manually enable/disable these new features if they aren't desired. The following commands can be used to control Lumen settings:
graphics_lumen
graphics_lumen_gi
graphics_lumen_reflections
These settings will save with your other video settings for the local device and are not synchronized via Steam Cloud as is the case with bindings, gameplay settings, ect.
In the workshop editor, a post process system can also forcibly disable Lumen on workshop maps if modders don't want these lighting features available on their maps at all. Finally we've included an engine system that detects if Lumen is disabled and automatically forces skylights to be stationary, otherwise they would have significant shadow artifacts without Lumen enabled.
Task Force 0.5.13.1974
This update fixes an important issue with server disconnect messages. There are lots of custom systems running for our workshop integration which provide automatic downloading of maps on the loading screen, map version checking, automatic map updates, ect. But if a server is out of date and has an older version of a workshop map, this will prevent players from joining that server when they have a newer version of the map.
However these types of disconnects from the loading screen were not supported with our UI error messages. The only way players knew about these issues was if they checked the console to see what errors were being output. So we've addressed this issue and fully integrated the loading screen systems with our UI error messages to prevent confusion when joining servers with custom content.
The update also includes all new "graphics" commands that let players adjust the quality settings of the engine. There are 3 different levels of quality (low, medium, and high) for the following graphical settings:
View Distance
Anti-Aliasing
Shadows
Global Illumination
Reflections
Post-Process
Textures
Visual Effects
Foliage
Shading
Task Force 0.5.12.1970
This update fixes an issue where weapons would not reset when selecting a new weapon if picking up an enemy weapon. The new carry-over feature between rounds would prevent weapon selection until death and selecting a new weapon would not overwrite this feature. So this has been addressed to prevent future conflicts between selecting weapons vs picking up enemy weapons.
There's also some important debugging information that we've setup to allow us to fix a critical issue with the HUD freezing between map changes. This causes the timer, player diamonds, ping graph, scoreboard, and other elements to stop working between map changes and is one of the next major bugs we'd like to get fixed. So this is an important step into addressing this issue.
Task Force 0.5.11.1968
This update fixes a critical performance issue with the new UE5 ragdolls. There should no longer be any stutter when players die whereby ragdolls fall to the ground. We've also significantly optimized when players spawn into the game, which should reduce any network spikes or stutters that take place between round resets.
There's a new weapon carry-over system that's been implemented between rounds. Now if you pick up an enemy weapon and stay alive until the end of the round, you'll keep that enemy weapon into the next round and continue to have this weapon until you either die or the map is over. We're also detecting if players haven't left the spawn yet, which allows you to change your weapon without waiting until the next round. Note that you can only change your weapon once per round and must not have moved from the spot where you spawned on the map.
Another critical issue has been addressed that prevented players from receiving credit for kills from grenades, breach points, or C-4 if the player had already died. Therefore you should now be properly credited with a kill and the associated points if your grenade kills an enemy after you die.
We've updated our anti-cheat system with some of the latest definitions, but we're not going to elaborate on this for obvious reasons. Finally some crashes have been fixed relating to when players fall out of the map or when weapons are being cleaned up by the server.
Task Force 0.5.10.1950
This update makes some very important changes to the new stats and rankings system. Previously if a player left the game before it was over there was no "game over" calculations on that account when the server sends final stats after the final round. This means you could leave in the middle of a game and neither receive a loss nor a win since you weren't there for the end of the game. However for a competitive system to function correctly we need to penalize players that try to leave "competitive mode" early before the game is over. Therefore we now find all players from the stats history of the current game that are no longer connected to the server and put a game loss on their account for leaving early.
We plan to add a popup message in the next update when quitting the match early if the server is in "competitive mode" along with a "competitive timeout" so players are aware of this penalty when trying to quit back to the main menu. Note that a player can re-join a match before it is over to prevent receiving any penalty and complete the game as normal.
The update also fixes an issue with the bomb icon indicator when someone has picked up the bomb. This icon would not display on the player after the round was over as all the other diamonds do, which should now be corrected. Finally an issue has been addressed in the bullet tracing system that prevented the physics types of surfaces on dynamic meshes from being known on impact. This was causing "purple impacts" to display on certain physics-enabled objects such as weapons players drop of they die.
Task Force 0.5.9.1949
This update adds new "slay" and "spec" commands for server admins. They can now force players to commit suicide when they're AFK without kicking them or even move them to the spectators instead. Be sure to use the "players" command to obtain a list of players in the server along with their associated Steam IDs.
The round stats screen should now display whether or not players died that round. We've temporarily slashed out any player that died until we implement some new icons for the round stats screen. An issue with certain weapons not having proper physics types has been corrected as well. You should no longer see purple bullet impacts on weapons dropped on the ground that you shoot.
Finally we've included the Landmass and Water plugins within the game along with all associated content. These plugins have also been enabled in the Task Force Editor, so mappers should update their engine installation along with any project configurations in order to get the latest settings. Please note that this doesn't mean we've included built-in water mechanics that work with the game, but rather an initial water plugin that allows you to make more advanced water surfaces. We still have to program our own system for representing underwater volumes and how they affect your character depending on how deep they are in the water.
Task Force 0.5.8.1945
This update implements an initial user-interface to check player rankings. The interface is very basic for now since it will only be used for testing in order to verify ranks are being calculated correctly. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time.
We've also setup titles and paygrades which should now display on the player stats screen. It will say E-1 through E-9 for enlisted and O-1 through O-7 for ranked officers. Finally, the number of rounds required to become ranked has been TEMPORARILY reduced as well to allow us to test things faster.
Task Force 0.5.4.1936
This update makes some significant changes to the new jumping mechanics. There is now a bit of movement that takes place when jumping off the ground. It should allow players to jump onto ledges when standing up against them without interfering with the new jumping mechanics. It was very important that these adjustments provided a bit of forward momentum when jumping from a position where the player is standing in-place without causing the momentum of jumping while moving to feel somewhat askew because of these changes.
The MVP screen at the end of the game has now been fixed and should properly pick players for both teams. It will select the player with the highest score on each team, or if tied, will then select based on kills, assists, and damage done to the enemy team. Additionally the "music" command has been fixed and should properly save within your game settings which are synchronized via Steam Cloud (which means you maintain the same settings across all computers that are logged in with your Steam account).
A critical issue where character ragdolls wouldn't clean up between rounds if the player left the game before the round is over has been addressed. This was a very serious issue that caused all kinds of "frozen bodies" in A-pose to be visible throughout random parts of a map (since these ragdolls were never cleaned up). Another critical issue with the "map" command in dedicated servers has also been addressed so that server admins can now actually change the game to a specific map rather than being limited to just skipping maps. Finally, some crashes related to the engine have also been fixed, such as the one that was caused by the image generation system for some of your in-game icons.
Task Force 0.5.3.1932
This update slightly increases the radius of M67 and RGD-5 grenades to provide more explosive damage for just a bit farther distances than before. It fixes a bug with the newly added armory commands from working for certain users in dedicated servers. We also fixed an issue in the HUD that prevented stats from displaying after you're killed that show how much damage you did to the player that killed you.
There's some debug information that we're now outputting to the console at the end of a match to allow us to diagnose an important issue that occasionally prevents MVPs from being selected for certain teams. We also corrected a problem with the new armory system causing player skins to leak between maps.