Playtest #14
Playtest #14 is now live! Welcome to our second week long playtest. Gadgets, gore, fixes and features are aplenty in this update, including those selected by the community polls we ran - 'On-screen Blood Effects' and 'Obscurity Taunt System'.
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Official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am for NA, EU, OCE and LATAM (Dedicated server local times can be viewed from within the main menu).
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P2P is available all week long.
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Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
Demonstration video of some of the updates: 0.31 Update Video
Patch notes for this release:
v0.31
- Added some tilt to swinging low mobility weapons around
- Added headgear health - many can now be knocked off
- Increased headgear protection and extended to neck
- Changed colouring of prep wall, collapsing circle, extract flames, phone and stain
- Increased grace period outside zone before damage is taken
- Increased damage taken outside zone the longer you're outside
- Extracted effect plays on excess bodies cleanup and when players die outside zone
- Lowered weight cost of grenades and shuriken
- Lowered price of shuriken
- Lowered price of grappling hook shots
- Lowered price of RG7 ammo
- Lowered price of pistol ammo to allow more customisation
- Created Intel Grenades
- Created new head and torso gib meshes that look different every time
- Created new neck cap mesh which procedurally caves in based on hit direction
- Made decapitations paint blood around neck correctly
- Fixed head and torso gib meshes not dissolving at end of life
- Improved explosion hit detection around irregular objects (eg. containers)
- Fixed issue with combat axe impale alignment
- Made claymore laser beams way less visible
- Added on-screen blood effects
- Fixed armoury characters only being able to plant one mine
- Unlocked challenges and equipment in playtest up to level 8
- Created Bandana, Baseball Caps and Elite Beret team variants
- Created ShadowOps and Earmuff camo variants
- Created Anarchy Headgear variants
- Created War Mask variants
- Created Hood variants
- Created Operator Headgear backwards and team variants
- Created Riot Helmet plus variant
- Created Neck Armour plus variant
- Created Armoured Helmet plus variants
- Created Ninja Mask and Ninja Headgear plus variants
- Created BB Mask plus variants
- Created Motorcycle Helmets plus variants
- Created new NVG model
- Created ASG AR, ASG HBAR and ASG PARA guns
- Created Light Stabproof Vest outfit
- Increased ignition of fire explosions eg. initial molotov hit
- Added Obscurity domination game mode
- Awarded team score for player extraction in domination
- Improved weapon sticking vs. irregular surfaces
- Added arming time to rg7 projectiles (reduced damage up close)
- Fixed destroy enemy explosives challenge not progressing
- Added Obscurity taunts
- Added Obscurity tracking system used by some taunts
- Brightened bloodlust visual for better visibility
- Fixed Tactical Bush not having a preview
- Improved grapple hook rope appearance
- Added Anchor Bolts gadget
- Improved non-weapon gadget UI elements
- Added Smoke Bomb gadget
- Destroy a player's planted defenses when they leave server
- Possessed humans now make Obscurity movement noises
- Added playtest countdown timer
- Fixed Obscurity spawning near humans in Elimination
- Fixed sprint cancelling melee animations
Thanks Sam for your feedback!
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