[Discussion/Suggestions/Bugs] v2.06.04 (Release)

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void
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[Discussion/Suggestions/Bugs] v2.06.04 (Release)

Post#1 » Tue 12 Jul, 2016 3:37 pm

Release Changelog
2.06.01
2.06.02
2.06.03
2.06.04

Hidden Text
Features
  • Introducing: subfactions. Each subfaction has different look, available shop items and starting gear
    • NATO UK
    • NATO UK Pacific
    • NATO US
    • NATO US Pacific
    • CSAT Iran
    • CSAT China Pacific
    • AAF (Altis Indipendent)
    • Syndicate (Tanoa Rebel Force - Independent)

  • Reworked layout creation method for the upcoming PVP Warfare Layout Editor
  • Added Boat Shops - Neutral (only civilian boats) and Military boat shops. If a boatshop is connected to an objective, whoever owns that objective can purchase at that boatshop.
  • Added an action to base flags to fast travel to the boatshop connected to the base
  • Added boat service points
  • Boat push mechanic when beached - only working when player is not in water and not in the boat and the boat is not locked.
  • Decreased the respawn timer to 10 seconds.
  • If you get critically hit or decide to to respawn when waiting for revive, you will now be transported to the base instead of getting the respawn screen. Fast Travel cooldown is still in effect.
  • Moved the 'move to airport' action from the base flag to the Fast Travel map instead. If you use the Fast Travel option, you can now click on your Airfield and be transported there.
  • Disabled killing message feed on the server - only messages shown are Friendly Fire kills The Kill payout will also be delayed for 20 seconds
  • Medic can now revive while being prone
  • Revive animations are now the 'Heal Soldier' animation.
  • The correct animation is set if player has handgun or rifle, thus no longer changes weapon when reviving
  • Player who revives is no longer attached to the downed friendly
  • Medic will receive 150Cr heal bonus for each heal. Cooldown on healed player: 60 seconds

  • Introducing Syndicat Resistance faction to Tanoa.
  • Default Uniforms are shuffled to enhance a guerilla feel of this sub faction.
  • Default weapons are the AKS74U for Riflemen and AKM for Medic/Engineer. The Sniper is starting with Mk18.
  • Introducing new unique weapons to Syndicate and AAF forces.
  • Introducing the Ceaser plane as transport option on normal layouts for 5000Cr - purchaseable on airports.
  • Adding M-900 transport helicopter for 6500Cr to Syndicate.
  • Tweaked helicopter transport bonus system to new formula: 350cr*(1 - Exp[-travelled KM/3.5])
  • Player position markers update frequency increased to 0.1s
  • Increased the Engineers mine detection from 50 to 100Cr and mine disarm bonus from 150 to 300Cr
  • All MRAPs have now FLIR reenabled by default

Shop
  • SPAR-16 5.56mm for 500Cr
  • SPAR-16 GL 5.56mm for 2500Cr
  • SPAR-16S 5.56mm for 6000Cr
  • CAR-95 5.8 mm for 3700Cr
  • CAR-95 GL 5.8 mm for 7200Cr
  • Type 115 .50 BW for 20000Cr (22000Cr and 24000Cr for HEX and GHEX)
  • AK12 7.62x39 for 3200Cr
  • AK12 GL 7.62x39 for 4500Cr
  • AKM 7.62x39 for 450Cr
  • AKS74U 5.54x39 for 400Cr
  • SPAR-17 7.62mm for 5000Cr (Khaki or Sand for 5700Cr)
  • CMR-76 6.5mm for 5300Cr (HEX or G-HEX for 5800Cr)
  • LIM-85 5.56 mm for 8200Cr
  • CAR-95-1 5.8 mm for 5200Cr
  • Protector 9mm for 1500Cr
  • New Titan AA, AT and RPG Camo Variants
  • Decreased MK 18 ABR 7.62mm price to 4800Cr

  • New variants of the Bipod and Optics for same price
  • ERCO for 4500Cr

  • New variants of the default Uniforms and Headgear
  • Stealth Balaclava for 1500Cr
  • Stealth Fatigues CTRG for 8200Cr (Short for 6100Cr and Tee for 4100Cr)
  • Full Ghillie Jungle for 8300Cr
  • Special Purpose Suit for 25000Cr
  • Viper Helmet for 35000Cr
  • ENVG-II for 26000Cr
  • Stealth Combat Helmet for 2500Cr

  • Note: Due subfaction introduction certain camos are no longer available for certain vehicles.
  • Y-32 Xi'an (Infantry) for 41500Cr
  • Y-32 Xi'an (Vehicle) for 43000Cr
  • Blackfish (Infantry) for 12000Cr
  • Blackfish (Vehicle) for 13500Cr
  • Blackfish (Armed) for 22500Cr
  • Prowler (Unarmed) for 1100Cr
  • Prowler (Armed) for 3800Cr
  • Quilin (Unarmed) for 1200Cr
  • Quilin (Armed) for 3200r

Layouts
  • Yanukka Line LITE(by void)
  • Georgetown LITE(by void)
  • Harcourt Diamond LITE (by Michael McCloud)
  • Tanouka (by Xodius)
  • Coastline South LITE (by Michael McCloud)
  • Volcano (by Michael McCloud)
  • Volcano II (by Michael McCloud)
  • Industrial Port (by Michael McCloud)
  • Meth Lab (by Xodius)
  • Mine (by Michael McCloud)
  • Temple Ruins (by Michael McCloud)
  • Bridge LITE (by void)

Bugs/Issues
  • Tweaked spawn mechanic: Spawning on objectives/MHQs will now avoid positions inside houses, containers or rocks
  • Tweaked spawn mechanic: Players now can spawn on objects (EG: Bridges)
  • Reduced MHQ spawn distance from 30 to 10 meters
  • Fixed: non engineer players were able to equip the mine detector.
  • Custom fix for that engine side healing bug when players couldn't heal other players if they moved even a little
  • Tweaked vehicle spam protection




DEV Version Changelog
Hidden Text
Changelog 2.06.00 DEV
New APEX content is now available in the mission. We introduce new subfaction, which include but are not limited to: 'UK Pacific', 'US Pacific', 'CSAT China Pacific' and 'CSAT Iran'.
All new sub factions have different default gear and often unique shop items, such as new weapons.
For example: The 'CSAT China Pacific' does not have the Katiba variants or Zafir, but the 'CSAT Iran' does.

As there are so many new changes in the shop and because of the sub factions, we are not going to make a complete changelog for that.

Please be aware that this an early build of our mission and bugs are to be expected!

New Gear
  • Weapons:
    • SPAR-16 5.56mm for 500Cr
    • SPAR-16 GL 5.56mm for 2500Cr
    • SPAR-16S 5.56mm for 6000Cr
    • CAR-95 5.8 mm for 3700Cr
    • CAR-95 GL 5.8 mm for 7200Cr
    • Type 115 .50 BW for 11000Cr (HEX or G-HEX for 13000Cr)
    • AK12 7.62x39 for 3200Cr
    • AK12 GL 7.62x39 for 4500Cr
    • AKM 7.62x39 for 450Cr
    • AKS74U 5.54x39 for 400Cr
    • SPAR-17 7.62mm for 7000Cr (Khaki or Sand for 7700Cr)
    • CMR-76 6.5mm for 5300Cr (HEX or G-HEX for 5800Cr)
    • LIM-85 5.56 mm for 8200Cr
    • CAR-95-1 5.8 mm for 5200Cr
    • Protector 9mm for 1500Cr
    • New Titan AA, AT and RPG Camo Variants
  • Attachements:
    • New variants of the Bipod and Optics for same price
    • ERCO for 4500Cr
  • Facewear, Headgear, Uniforms & Backpacks:
    • New variants of the default Uniforms & Headgear
    • Stealth Balaclava for 1500Cr
    • Stealth Fatigues CTRG for 8200Cr (Short for 6100Cr and Tee for 4100Cr)
    • Full Ghillie Jungle for 8300Cr
    • Special Purpose Suit for 15000Cr
    • Viper Helmet for 35000Cr
    • ENVG-II for 26000Cr
    • Stealth Combat Helmet for 2500Cr

New layouts on Tanoa:
  • LITE
    • Yanukka Line (by void)
    • Georgetown (by void)
    • Harcourt Diamond (by Michael McCloud)
  • Normal
    • Tanouka (by Xodius)

New Vehicles
Note: Due subfaction introduction certain camos are no longer available for certain vehicles.
  • Y-32 Xi'an (Infantry) for 41500Cr
  • Y-32 Xi'an (Vehicle) for 43000Cr
  • Blackfish (Infantry) for 12000Cr
  • Blackfish (Vehicle) for 13500Cr
  • Blackfish (Armed) for 22500Cr
  • Prowler (Unarmed) for 1100Cr
  • Prowler (Armed) for 3800Cr
  • Quilin (Unarmed) for 1200Cr
  • Quilin (Armed) for 3200r
DEV02
  • Fixed: Rearm of flares are now working for Blackfish and Xi'an
  • Increased Price of Special Purpose Suit to 25000Cr
DEV03
  • Switched to new layout creation addon by GiPPO
  • Minor order and shop tweaks
DEV04
  • Added: Boat Shop to Yanukka Line on both Bases
  • Added: Boat Service Point on Yanukka Line on both Bases
  • Fixed: Yanukka Line precaptured points were switched
  • Feature: Boat push mechanic when beached - only working when player is not in water and not in the boat - boat can be full though.
  • Changed: Layout COMMS renamed to VOLCANO; also few name changes on the sectors to not confuse player with MHQs
  • Fixed: Medical building in the base was unuseable
  • Minor order and shop tweaks
DEV05
Respawn Mechanic Tweak
  • Decreasing the respawn timer to 10 seconds.
  • If you get critically hit or decide to to respawn when waiting for revive, you will now be transported to the base instead of getting the respawn screen.

    This way you are now able to resupply, drive the MHQ, or get into a transport vehicle right away for redeployment.
    Note: The Fast Travel timer is still in effect, thus you have to wait for 70 seconds before using the Fast Travel mechanic again.

Fast Travel Tweak
  • We merged the "move to airport" action from the base flag to the Fast Travel option instead.
    If you use the Fast Travel option, you can now click on your Airfield and be transported there.

Miscellaneous
  • New Layout: 'Meth Lab (LITE)' by Xodius
  • Vehicles: All MRAPs have now FLIR reenabled by default

Prices
  • Increased Type 115 .50 BW (Black) to 20000Cr (22000Cr and 24000Cr for HEX and GHEX)
  • Decreased SPAR-17 7.62mm (Black) to 5000Cr (5700Cr for other variants)
  • Decreased MK 18 ABR 7.62mm to 4800Cr
DEV06
  • Fixed: Players now spawn at HQ in the correct direction
  • Fixed: CSAT Pacific sniper had a carryall backpack in the gearshop
  • Fixed: driving enemy MHQs didn't kill the player
  • Tweaked: Spawning on flags/MHQs now avoid spawning inside houses or containers
  • Fixed: 3GL rounds were available for UK subfaction
DEV07
  • Fixed: Helicopter Transport bonus was not working
  • Fixed: Some new vehicles needed HeliDLC
  • Increased Price of CSAT Speedboat HMG to 1800Cr
  • Minor script tweaks
DEV08
  • Test: Disabled killing message feed on the server - only messages shown are Friendly Fire kills
    The Kill payout will also be delayed for 20 seconds
  • Tweak: Layout Bridge objects placement
  • Minor script tweaks
DEV09
General:
  • Altis and Stratis is now uptdated with 2.06 as well
  • Since switching to our new mission addon editor, faction shuffle (NATO, CSAT, AAF) is not working anymore. We currently have predefined factions set per layout. We are working on a new method on how to shuffle the factions, so stay tuned.

Revive:
  • Medic can now revive while proned
  • Revive animations are now the "Heal Soldier" animation.
  • The correct animation is set if player has handgun or rifle, thus no longer changes weapon when reviving
  • Player who revives is no longer attached to the downed friendly

Heal:

  • Medic will receive 150Cr heal bonus if healed.
    The healed player has now a unique timer attached, so if one medic got a bonus payment for healing, the next payout is only given after a cooldown period of 60 second. Is the player healed within those 60 seconds, the medic will not receive a bonus.
    The cooldown needs to be in place to counter exploitation.

Syndicate:
  • Introducing Syndicat Resistance faction to Tanoa.
  • Default Uniforms are shuffled to enhance a guerilla feel of this sub faction.
  • Default weapons are the AKS74U for Riflemen and AKM for Medic/Engineer. The Sniper is starting with Mk18.
  • Introducing new unique weapons to Syndicate and AAF forces.
  • Introducing the Ceaser plane as transport option on normal layouts for 5000Cr - purchaseable on airports.
  • Adding M-900 transport helicopter for 7500Cr to Syndicate.

Heli Transport Bonus:
  • Tweaked helicopter transport bonus system to new formula. (https://forums.eutw.net/viewtopic.php?f=6&t=4762&p=41581#p41576)
DEV10
Fast Travel
  • Fast travelling between HQ and Airport doesn't trigger the Fast Travel cooldown anymore

Price adjustments
  • Reduced price of M900 to 6500Cr

Position Marker update:

Heli Transport Bonus:
  • Increased payout (forumla: 350*(1 - Exp[-x/3.5]; x = km)
DEV11
  • NATO US riflemen and medics had access to 6.5 silencer (khaki)
  • AMS (sand) scope was available to Syndikat non-snipers
  • RPG7 was available to Syndikat snipers
  • M900 had incorrect text description for Hellcat
  • Fixed: player markers were not updating if artillery computer was open
  • Tweaks/fixes to healing.
  • Fixed: non engineer players were able to equip the mine detector.

Known Issues:
  • Some player may not equip new optics and attachements on weapons, although they should. This is an engine related issue!
    Solution: It is linked to CBA (v 2.5.0.160711 and v3.0.0.160713) - turn off all mods if you want to use the full APEX content
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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void
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Posts: 6520

Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#2 » Tue 12 Jul, 2016 3:46 pm

Layouts:

Yanukka Line (LITE)
by void
Image

Georgetown (LITE)
by void
Image

Harcourt Diamond (LITE)
by Michael McCloud
Image

Tanouka
by Xodius
Image

Volcano
by Michael McCloud
Image
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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crogeek
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#3 » Tue 12 Jul, 2016 4:40 pm

Do you have approx ETA when it's gonna be available for testing?
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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#4 » Tue 12 Jul, 2016 4:41 pm

We have to iron out a few minor things, but lets say tonight is very likely.
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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AtapiCl
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#5 » Tue 12 Jul, 2016 6:38 pm

When i shot somebody with SPMG, it doesnt count as my kill. Shows "xxx was killed" and there is no extra cash.

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GiPPO
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#6 » Tue 12 Jul, 2016 6:42 pm

AtapiCl wrote:When i shot somebody with SPMG, it doesnt count as my kill. Shows "xxx was killed" and there is no extra cash.


Well if it shows up in the chat like this, it's an engine side bug.
"If It Isn't Documented, It Doesn't Exist"

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AtapiCl
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#7 » Tue 12 Jul, 2016 6:49 pm

Or maybe just... "error, no unit"?

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GiPPO
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#8 » Tue 12 Jul, 2016 7:15 pm

AtapiCl wrote:Or maybe just... "error, no unit"?


I'm not sure, but if it's saying "xy was killed", then it's not our side. Those messages are created by the game itself, it's not scripted.
"If It Isn't Documented, It Doesn't Exist"

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Fonax
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#9 » Tue 12 Jul, 2016 11:12 pm

Armed Qilin is at 1200Cr on Yanukka Line (LITE)

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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#10 » Tue 12 Jul, 2016 11:24 pm

Thx, will be fixed in DEV02
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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McQuade
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#11 » Wed 13 Jul, 2016 6:25 am

You forgot the New things for Medic & Engineer :)

Giaccomo
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#12 » Wed 13 Jul, 2016 8:53 am

Anyone else bothered by the fact that once again OPFOR is given superior gear by BIS in every single aspect?

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vicious
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#13 » Wed 13 Jul, 2016 9:50 am

First of all.... Congrats and thank you for a great start into the Tanoa world.
We played yesterday some good rounds. It was really fun.

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Likbjorn
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#14 » Wed 13 Jul, 2016 11:09 am

They added radar like in sthud in that expansion. Maybe you can enable it on server and we'll forget about sthud?

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Nyles
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#15 » Wed 13 Jul, 2016 12:05 pm

Last info was that it is delayed for another patch.

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Fonax
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Posts: 14

Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#16 » Wed 13 Jul, 2016 1:39 pm

Why no RPG 7 ?
Only CSAT have dumb missiles, and I prefer them in a LITE layout than guided missiles
Offer the right to any to have unguided missiles is fair for me.

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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#17 » Wed 13 Jul, 2016 2:00 pm

We introduced new subfactions, but not all has been enabled as it is a early build.
These are, but not limited to:
- NATO UK
- NATO UK Pacific
- NATO US
- NATO US Pacific
- CSAT Iran
- CSAT China Pacific
- AAF (Altis Indipendent)
- Syndicate (Tanoa Rebel Force - Indipendent)

the last has the RPG7 and the AK, but are not yet introduced in our mission - be patient, they will be!
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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Fonax
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#18 » Wed 13 Jul, 2016 2:12 pm

Ok thx !

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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#19 » Wed 13 Jul, 2016 2:54 pm

DEV02 Changelog
  • Fixed: Rearm of flares are now working for Blackfish and Xi'an
  • Increased Price of Special Purpose Suit to 25000Cr
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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Razor
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Posts: 139

Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#20 » Wed 13 Jul, 2016 2:59 pm

Right now some snipers start in regular uniforms as marksmen and others ghillied , could this be unified to all soliders start in regular uniforms ?

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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#21 » Wed 13 Jul, 2016 3:04 pm

This only applies to UK subfaction - they do not have a beginners ghillie suit, but can upgrade to a better one.
It is not planned to turn the default gear to soldier uniforms.
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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Elvis_FIN
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#22 » Wed 13 Jul, 2016 3:32 pm

void wrote:Increased Price of Special Purpose Suit to 25000Cr

Thank you.

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Lukas
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#23 » Wed 13 Jul, 2016 3:41 pm

Likbjorn wrote:They added radar like in sthud in that expansion. Maybe you can enable it on server and we'll forget about sthud?


+1

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void
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#24 » Wed 13 Jul, 2016 3:51 pm

They postponed the radar for another patch. It is not yet in the game.
Unix Time wrote:On 4 December 292,277,026,596 64-bit versions of the Unix time stamp would cease to work. This is not anticipated to pose a problem, as this is longer than the time it would take the Sun to expand to a red giant and swallow the Earth.

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Elvis_FIN
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Re: [DEV] v2.06.00 (Discussion & Feedback & Bugs)

Post#25 » Wed 13 Jul, 2016 9:57 pm

First day to play this and here are some things to point out.

1) Is it NATO UK that start only with 5.56, not possible to buy GL-vest or special rig? Looks like weakest of all factions. No chance especially against CSAT

2) CAR-95-1 black & hex has same price

3) On Diamond map / Mountain flag AI spawn inside rocks

4) MHQ (tempest/hemmt) driving in jungle is almost mission impossible. None of the maps actually needed MHQs at all ;)

5) CSAT seems to dominate a lot. I played every second round NATO and other CSAT. CSAT won them all. Even NATO had more experienced players, they fight good at start but started to lose in mid-game. NATO guys are very easy to spot (especially by bright gun color) compared to CSAT guys. And of course CSAT has its superior armor on top of that all

6) There ware 2x Tactical Shades in shop with two different prices

7) Different faction's snipers are very hard to separate from each other

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