The big one is a fix for the weird network bug of 'character briefly vanishing'. Crossing an invisible chunk boundary could blink your body out of existence for a moment, take everything you were carrying with it, and stand you up if you were prone. Beyond that the EAST get engineers who are demo experts, medic can fight fires and redresses the soldiers it revives, squads that get down off rooftops and go back for their rifles, and the pressure on a dug-in camp comes a lot sooner. Syringes draw from beakers again, shutters can be breached, and LV976's mud edges are drawn properly.
Your body no longer vanishes
- If you've ever had your own character disappear for a second while walking, with your inventory gone and the HUD empty, then pop back in a moment later, this is what was happening: the map is split into chunks and when you walked from one to the next your body's arrival was sent in one unreliable packet alongside everything you carried. A medic carries nearly 200 items so that crossing was nine packets, and if the one with your body in it got lost the client gave up waiting, deleted you and everything on you, and waited for a repair from the server that was queued behind everyone else's traffic. The worse the connection or the fuller the server, the more often it hit.
- Your own character's crossing is now sent on its own, ahead of everything else in the tick, and repeated twice more. The client never deletes your body over a lost packet any more, it keeps you where it predicted you and waits for the real position. If a repair is ever needed for your own body it goes out immediately instead of waiting in the queue.
- Prone people were standing up by themselves after one of these blinks, because the client read the missing body as "not resting" and told the server to stand you up. A missing body is now treated as unknown and your posture stays put.
- This is a really big deal to get fixed and a product of us having more pop. Before I can do more advanced stuff and open things up - all these kind of architectural issues need to be stamped out. This is where you helping play, spread the word to get more players, and reporting bugs helps solve the huge issues.
EAST
- Engineer squads. When EAST squads keep bleeding on the same stretch of wire the commander sends an engineer team, a leader, three engineers and a medic, by airdrop. They crawl up to the wire on their side, get the cutters out and cut a path through, calling the cut and the opening as they go, then move on to the next job or walk off out of sight. Engineers wear a wrench crown so you can tell them apart; the regular rifleman crown is now the crossed rifles.
- The medic carries a fire extinguisher and puts out fires near its squad, working from cover while rounds are coming in. A patient lying in fire gets put out first and then treated.
- The medic puts the vest back on the man it just revived, and a revived man walks back for his rifle (his own, or a dead squadmate's) and is re-issued his armour if it's gone. A leader whose rifle is somewhere he can't reach gives up on it after a bit and gets back to leading instead of standing next to it forever.
- A squad airdropped onto a sealed rooftop no longer sits up there for the rest of the round. They find the nearest safe edge, lie prone and step off. Inshallah, and all that.
- Prone soldiers who have taken fire from a spot they can no longer see will fire back at where it came from for a while, and shuffle sideways a tile to get a shot if one is there. A squad only does this off its own evidence, a reported contact from a squadmate doesn't draw blind fire.
- The medic runs with the squad when it's marching instead of crawling after it, and parks beside the leader rather than in his doorway.
- A beaten squad that's fallen back to its rally point calls for a supply drop, and the leader voices the call and the drop landing. The supply trip now happens mid-fight rather than after everyone is dead.
- EAST grenade carriers throw into an open Huey door, landed or hovering low, and the blast hits the riders and the hull. The helicopter needs to be low enough, and the door needs to be open.
- The extraction commander keeps deploying fresh squads through the extraction phase instead of counting the carried ones as enough.
- A stalled airdrop re-rolls to another drop spot rather than splitting the squad between the air and a spawn point.
- Adversity. Dig in somewhere and the first EAST squad comes at you a lot sooner, and it ramps up faster after that. Each delivery caps at three squads instead of doubling every time. Going up or down a floor inside the building you're holding no longer counts as moving camp, so it doesn't reset the pressure on you. Incursion shows an AIRDROP modifier chip on the loadout screen.
- EAST riflemen and leaders do a quarter damage to each other with friendly fire, so a conscript squad doesn't gun itself down. The old version of this did nothing because it only worked through a scope.
Medical
- Syringes draw from beakers again. A syringe you'd just emptied into someone, or a fresh one toggled to inject, stayed in inject mode and refused a beaker with no message. An empty syringe always draws and a full one always injects, and the chip flips to match.
- One syringe of osteracil covers a splinted fracture now. It was burning off before a torso fracture finished knitting and nothing told you. The health scanner has a FRACTURE row that tells you how much to administer, how long it has left, and SPLINT if a fractured limb isn't splinted.
World
- LV976's mud edges onto the brown dirt properly instead of the hand-placed corner decals, and grass still bleeds over the mud.
- The Almayer shutters (CL office, CL quarters, containment, uniform vendors) can be shot, hit and C4'd like any other door. They ignored everything before.
- The overhead health bars and crowns on other people hide in the dark unless you can see in the dark (night vision, thermals, ghost). Chat bubbles still show.
- A folded-out surgery bed or roller bed refused nothing, so you could build a girder and wall straight over it and the next patient buckled into the wall. It blocks the build now like any other structure.
- Codex tables sort by name.
- Russian and Korean community translation updates.
Fixes
- The PMC call registry holds sixteen calls. Three beacon activations were lost in one forty-player round because eight calls with no volunteers filled it.
- UPP armour drew the magenta missing sprite when the shoulder lamp was on.
- The unhinged male death screams are a new session, and the regular male death pool takes the old unhinged takes.