TO4: Tactical Operations cover
TO4: Tactical Operations screenshot
Genre: Shooter, Indie

TO4: Tactical Operations

Patch 20072

Fixed:



  • Higher tolerance for hit validation (less server check failed & offset exceeded messages)
  • Crouch camera movement too fast


Changed:



  • Work in progress: New first person arm meshes SF male; changed materials of Glock, Beretta, Desert Eagle, AKM, M16, AUG, Saiga 12, Mk20 Scope and M4A1 Receiver and Carry Handle



MAP-Scope



  • Removed the Ladder on SWAT base building; this is now a pile of crates. Ladder Sniping there was an annoying spot (cckane)
  • Remove railings in lower area Barrack A (remus / cckane)
  • Closed all the window jumping in Barrack A (remus / cckane)
  • Removed collision on metal bars next to middle house (insane lame camping spot)
  • Cover Terrorist bunker (lower terrain behind for more cover) (streety675R)
  • Removed the blocking the upper stairs in upper facility (remus)
  • Fixed collision windows on barrack B

MAP-Fueled



  • In general work on Lower Bombspot (B) with feedback from: Remus, sCion, ccKane, Tron>Lumi, vain
  • Closed off 1 tube on lower bombspot (B)
  • Added higher cover on the walls around lower bombspot (B)
  • Gave the connector hallway between lower bombspot (B) and Tube area a roof (more cover), also you cant get shot over it anymore
  • Closed little holes in planks / cover areas on lower bombspot (B) (less unpredictable shooting)
  • Removed the flying grass near the bridge terrorist spawn (remus / Riax)
  • Removed all the metal bars on the overview spot above the tubes on lower bombspot (B) (less random bullet blockers)
  • Reworked the canals next to lower bombspot (B), more space to move around
  • Added extra crates and cover and an overpass over the canals next to the lower bombspot (B)
  • Reduced opening from canals onto lower bombspot (B)
  • Placed plywood on the metal pointy wall in front of SWAT spawn (ccKane)
  • Lowered the general light, but gave dynamic shadows in the tube near lower bombspot


MAP-RapidWaters



  • Reworked the water (this removes the bug that you could see through from higher to low water), new material, etc. Still work in progress.
  • Closed the crates on lower bridge (especially one looking at water entrance, you could should through) (cckane / remus)
  • Replaced leaves peaking through floor snipernest on high bridge (Kummelmuck)
  • Removed the little bushes near waterside SWAT area (player can hide in) (wingah)

Adding competitive initiatives from and for our Community!

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

Hotfix 20059

Fixed:



  • Vote widget not displayed, player hud visible in wrong state
  • Adminreset executed after first round if adminreset was executed during warmup before (reset is applied twice)

Patch 20057

Fixed:



  • Buymenu: Money Preview not showing correct values
  • Mouse not visible in the main menu (sometimes, under certain conditions)


Changed:



  • No map replay limit 2 -> 3 (new server default value)
  • Hide player HUD when buy menu is open


Added:



  • New Main menu work in progress (feel free to give feedback)

Patch 20053

Added:



  • Simple quick join button (don't expect it to be smart, it just tries to put you on a server with players once the server list finished loading)


Fixed:



  • Damage stats ignore damage on players that were assigned to their current team before join (was fixed in the last version, but did not make it into the changelog)
  • Alternative weapon hud hidden behind weapon
  • Alternative weapon hud broken in spec mode


Changed:



  • Removed mouse sensitivity sliders (weren't helpful anyway)
  • Less spectator camera smoothing


MAP-Filth



  • Enlarged the Train interior with 10%, removed collision on the metal bars in the middle, etc. This should give a more smooth and better movement. Not ideal, but working for now (ccKane)
  • Removed the collision on the doors handles (you could jump on them and peak over the door) (ccKane)
  • Removed the stair railings on the Terrorist route towards Bombspot A (more movement options on the stairs now)
  • Removed collision on small stuff on the floor (more smooth movement)
  • Opened the full doors towards the sniper nest for terrorist towards Bombspot A
  • Gave the general contrast of the map a slight boost without removing the clear eyesight everywhere
  • TEST: removed 1 escalator near bombspot B (lower) and made a wider stairs in its place. What does this with the gameplay?

Patch 20050

Fixed:



  • Broken UI scaling prevents the buttons to be clicked on first start(s) (to be validated, please contact us on Discord if you still encounter that problem)
  • Minimap icons behaving weird when recording demo
  • Issue where buying armor would not update weapon availability
  • Issue with Money Preview not updating when a weapon is clicked
  • Inventory backup bugging with free weapons, armor



Changed:



  • FOV has no influence on first person meshes anymore
  • 15% more recoil on UMP (recoil multiplier increasing 1..5 shots)
  • 1/3 damage on hostages, max teamdamage 650 (new server default)
  • More friction and less bounciness nades
  • All TacByte TDM / CTF servers enable free Mac-10 / Vector, free AK / M4, free armor


Buy Menu Improvements:



  • Move Buy / Reset / Cancel buttons to right side
  • Improve right click armor behaviour
  • Center Buy Menu with fixed gap
  • Show depreciated weapon price on shop list
  • Swap Buy with Sell All
  • Show enemy weapons on shop list (if equipped)



Added:



  • Launch pawns when hit by an explosion



MAP-Prelude



  • Fixed jumping on the hangar (Terrorist spawn) (ccKane)
  • Jump on garbage house from the little wall besides (wingah)
  • Blocked off garbage depot roof access
  • Blocked off cliffs in between garbage depot and middle house (wingah)
  • Blocked off middle house roof access (wingah)
  • Blocked off (even more) the route from SWAT base to middle area (near cave). You were able to shoot under the gate there
  • Fixed missing material effect on Electricity pole SWAT base (Streety675R)
  • Blocked off the trick jump near the side building (you could jump on the trailer, then the cliffs and then out of the world) (Streety675R)
  • Blocked off the roof on the wooden middle building (Streety675R)
  • Blocked off the roof of the Terrorist starting building + blocked the metal beams where you could hide under (Streety675R)
  • Sniperdepot: smoothen all walls and pillars. Removed access to the beams and roofs there (Terrorist side)
  • Sniperdepot: removed the little corner from Terrorist base where you had an overview to the middle tunnel towards SWAT base (ccKane)
  • Added killvolume on the cliffs near terrorist base (in case you want to jump down... just don't)
  • Added extra blocking volumes on the concrete fences between garbage depot and cave area (Streety675R)
  • Blocked off the gates on the back of Terrorist base (no more walking on barbed wires) (Streety675R)
  • Removed lightmesh that was broken


MAP-RapidWaters



  • Removed tree near the water on SWAT side (was blocking nades) (Streety675R)
  • Lowered the PostProcess volume on the waters (you had the underwater effect when above water) (Streety675R)
  • Gave all foliage more depth of green / moss alike, to respect the contrast in the map better (Tron)
  • Added extra sounds in the map
  • Removed collision on all foliage (Remus)


MAP-Scope



  • Silo house, on ladder you can look through the building (autix)
  • Window bars on B house, you can stand on them (wingah)
  • SWAT bunker could look into A house, this is now blocked (ccKane)


MAP-PreAIM



  • Get stuck near container / pallets / overhead door (tajfun)
  • Fixed impact effect on the mobile toilet (was metal, now plastic)

Patch 20043

Added:

  • New buymenu; still work in progress, feedback / suggestions appreciated (TO4 Discord)
  • Tutorial tooltips (can be disabled in the settings)
  • Show team outlines as setting instead of keybind (enabled by default)


Changed:

  • Auto recoil recovery: 42% more recoil for auto weapons (interpolating 0..42% while shooting first 7 shots)
  • AUG -12% -> -16% recoil scoped, -3% recoil
  • M4 +9% recoil


Fixed:

  • Set earliest time to shoot / switch weapon without losing ammo to roughly the same motion after reload on every weapon (last rising up)
  • Hacking impossible while standing inside the hacking panel volume
  • Hacking panel / hossie not reacting on certain angles
  • Knife not working after round reset
  • Admin panel text box using grouped number notation while not supporting it as input


MAP-Scope

  • Removed little bars on SWAT bunker
  • Blocked the green pillars near facility entrance SWAT spawn (no more trickjumps and more smooth movement)
  • Removed the wallpiece sticking through stairs facility


MAP-Fueled

  • Remove dark areas sewer near lower bombspot (the tubes made a player invisible)
  • Raised the walls near middle area to prevent shooting from base to base (you could jump on the bridge and see SWAT spawn)
  • Reduced shadow contrast with 0,05- Set back general fog in the map starting distance from 3000 to 4000 (better sight on long distances)


MAP-RapidWaters

  • Fixed water blocking bullets from above

Patch 20034

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

Patch 20022

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

Patch 20020

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