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

TO4: Tactical Operations

Patch 20012

Added:

  • SAIGA shotgun for terrorists


Changed:

  • +8% spread shotguns
  • Pseudo water physics for thrown nade
  • Temp disable can't walk off ledge restriction in sneak movement mode (will be added as optional setting later)
  • Aggregate and persist hit stats until respawned (regardless whether enemies respawn in the meantime; affects TDM & CTF mostly)
  • Shorter delay between playing shot empty weapon event (1,2s -> 0,2s)
  • Replace CTF placeholder sounds


Fixed:

  • Make sure all TacByte CTF / TDM servers use the correct round length (round length = map length)
  • Step sound not playing when moving on small rails / ledges
  • Damage aggregation on roundstats widget
  • Shotgun reload anim stutter
  • Avoid weird nade movement after spawn (twisting in the air)


Maps:

MAP-Blister (and TDM-Blister)

  • Fixed bullet blocking leafs on middle area (palm area) Blister (and with this on every location of the map)
  • Smoothen the ledge on long tunnel High bombspot (you could stand on a little ledge next to the opening to Terrorist sniper lane)
  • Raised the SF house balcony (looking over sniper lane) with 20 cm. Lowered the door opening leading to A / high bombspot, giving less sight from balcony over sniper lane (you cant look further back anymore)
  • Removed playerstarts Terrorist that were furthest away in the base (playerstarts are now more compact, with only 1 secs difference in spawn to reach areas in the map)


MAP-Fueled

  • Bullet block on Decals (best noted on the jump-down spot near sniper lane, you couldnt shoot from below)
  • Ledge block on lower bombspot
  • Removed a lot of bushes, lowered the grass to prevent Foliage standing in the way of sight
  • Gave the landscape materials a little more character and wearyness


MAP-Converge

  • Terrorist spawn slightly closer to middle (more control over middle)
  • Removed ledge above sniper tunnel on SF side
  • Reduced Tessalation on Snow material landscape (gave strange lighting effects)
  • Tweaked lighting (removed dark corners)
  • Flatten the floor on the stair area from middle building to middle
  • Removed gates on hostage area (entrance from the long hallway), for more smooth and spacier movement towards the hostages

Patch 20008

Added:

  • Click sound on last shot before weapon empty


Changed:

  • Bomb timer 42s -> 52s (the old duration was not enough to run a coordinated retake; feedback appreciated)
  • Rework weapon spray pattern: More spread on x-axis than y-axis in general (feedback appreciated)
  • 7% more recoil AUG
  • 10% more recoil mk20
  • More accurate sync bomb timer to server (beep sound, display)
  • +60cm explosion radius HE (8,60m -> 9,20m)


Fixed:

  • Add missing (general) shoot empty weapon sound back

Patch 20002

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)

Patch 19365

Changed:

  • Bombtime 47s -> 42s (please give feedback on that)
  • Hacking / defusing, +50% speed for 2nd player, instead of +30%
  • Deagle +10% YRecoil, introduce subtle XRecoil, -4% RPM
  • Glock, M9 +3% RPM
  • CTF respawn time 3s -> 4s
  • Run auto maketeam at the end of the round before map cleanup
  • M16 -6% RPM Semi auto, -8% RPM Burst


Fixed:

  • Last alive player of team left, round does not end
  • Player vote, mute not registering correctly
  • Nades can be spawned in walls on low distance
  • Slow nade movement after first collision




Patch 19362

Version 19362 includes a few fixes and a movement change.

Changed:

  • 10% more gravity for player pawn (less airtime), jump height scaled to match old height, more aircontrol


Fixed:

  • Fix explosion damage not displayed on roundstats
  • Fix roundstats enemy jump damage displaying wrong damage causer
  • Fix M40 throw after fire causing glitches
  • Fix last spectated player invisible after spectator being auto team changed
  • Fix death for auto teamchange not removed
  • Relocate ctf hud text (no overlaps with other text anymore)

First patch Tactical Operations

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)



EA phase started

It's done



Yesterday we started the EA phase of TO4: Tactical Operations. After a good 3 years of development, with a small team, without budget and only in our spare time we released the game.

EA means Early Access, which means that there are still a lot of bugs. We already know some of them and will fix them in the first weeks of the EA phase. Please forgive us if we don't fix bugs immediately, but sometimes it takes a while. Development under the above mentioned conditions needs patience and time.

The game is for the community and should be further developed with the community. We need your feedback on bugs and improvements. Please be constructive and describe as exactly as possible a bug or what should be improved. But please keep in mind that a player's wish is sometimes completely different from the wishes of other players. We as developers try to find a workable compromise. Not everyone likes that.

So enough of the preface. We are playing now. We have provided servers within the scope of our possibilities. In the next weeks we will also make the server package available to the community. I hope it will be full on our servers and on many community servers in the future. There are missing servers in North America, South America, Africa, Asia and Australia, but we are still working on it.

We the DEV team wish you a lot of fun and hope you like what we have developed so far. If possible please create a short review. Anyway if it is positive or negative, but it should be constructive. A dislike with just a "Bad game" or "Worse as ..." is not helpful.

And now enjoy the game.

Early Access Release

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.

Open Alpha

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.

A new Teaser

Hello everyone,

We have a Teaser for you and the Youtube Premiere is scheduled for today.

[previewyoutube="9QmrH7VG45g;full"]