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 Post subject: 1.2 released
PostPosted: Fri Oct 16, 2015 12:06 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Changelog for version 1.2:

  • Steam: 45 achievements added
  • Steam: Trading cards added
  • gameplay: encumbrancy of rare weapons increased (from average 10% to 50%)
  • gameplay: camouflage suit added to dominance resources
  • vehicles: vulcan tank added (minigun mounted tank type)
  • vehicles: Buggy added (fast combat transportation)
  • vehicles: Pigeon P5 bullet protection slightly decreased
  • vehicles: Jeep bullet protection slightly increased.
  • vehicles: patrol ship mortar increased sight range
  • calls: Buggy drop radio call added
  • weapons: microgun rare weapon added (now for real!)
  • weapons: javelin anti-tank weapon added
  • weapons: Benelli M4 suppressor rare stealth shotgun added
  • weapons: Kriss Vector rare stealth weapon added
  • weapons: TOW now slightly protects the user from incoming bullets
  • vest: EOD armor added (very effective vs. smaller explosions)
  • maps: new "Railroad gap" desert theme map added in invasion and quick match
  • maps: Frozen Canyon added to invasion map rotator (experimental)
  • maps: Frozen Canyon added to dominance map rotator (experimental)
  • maps: small fixes here and there
  • items: added camouflage suit also to quick match and dominance
  • items: 3 new valuables added
  • online: weapons sight range modifier handled server-side also in invasion
  • online: client faction in official invasion servers is now set to Brownpants
  • fix: overlays fixed on Mac
  • fix: camouflage suit now consumes on death
  • fix: tank call disable/enable with anti-air emplacement bug fixed
  • fix: workaround for badly built wall geometry with elevated ground
  • misc: hotkey channel support added for global/faction/squad/screen
  • misc: prisoner model for prison break side mission
  • misc: you can now blow the horn as a driver of some vehicles
  • misc: graycollars are now more visible in the mapview
  • misc: added missing base names and capture zone boundaries to the mapview for dominance


edit: almost forgot, a big thanks to The_Soldier and warbrand2 in the name of the community for their contributions and for the latter one to annoy us with his crazy ideas which sometimes tend to make it into the game ;)


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PostPosted: Fri Oct 16, 2015 2:45 pm 
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Joined: Mon May 25, 2015 4:34 pm
Posts: 38
when? i cant wait

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PostPosted: Fri Oct 16, 2015 3:44 pm 
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Joined: Sat Oct 11, 2014 8:46 am
Posts: 331
ZOMG!


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PostPosted: Fri Oct 16, 2015 3:49 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
in around 40 minutes


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 Post subject: Re: 1.2 released
PostPosted: Fri Oct 16, 2015 4:46 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
HOLY SHIT! Nice update guys thanks :D


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 Post subject: Re: 1.2 released
PostPosted: Sat Oct 17, 2015 1:06 am 
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Joined: Fri Sep 19, 2014 9:51 pm
Posts: 540
Location: Loca-what...?
Guys, you've done an excellent job with the game at all, only increasing the rare weapons encumbrance's makes the fun a lesser imo..... :( Maybe something like 20-30% would have been a better decision, since currently you can't wear nothing else than 1 vest and 1 rare wep which are very small encumbrance.
Don't know why you've changed it, but it was pretty fine so far. I believe the others also think the same.......

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 Post subject: Re: 1.2 released
PostPosted: Sat Oct 17, 2015 2:22 am 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
DIO wrote:
Guys, you've done an excellent job with the game at all, only increasing the rare weapons encumbrance's makes the fun a lesser imo..... :( Maybe something like 20-30% would have been a better decision, since currently you can't wear nothing else than 1 vest and 1 rare wep which are very small encumbrance.
Don't know why you've changed it, but it was pretty fine so far. I believe the others also think the same.......


I do second that encumbrance issue. Kinda made me sad.


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 Post subject: Re: 1.2 released
PostPosted: Sat Oct 17, 2015 2:36 am 
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Joined: Sat Oct 11, 2014 8:46 am
Posts: 331
Great update! This has been waited for.

But that rare wep weight is not fun thing. Even more running between front and armory is not needed.


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 Post subject: Re: 1.2 released
PostPosted: Sun Oct 18, 2015 8:16 pm 
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Joined: Sun Oct 18, 2015 8:13 pm
Posts: 5
With all the talk that the Devs abandoned the game, I was starting to believe that was true.

Everyone was wrong.
Really excited to play!


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 Post subject: Re: 1.2 released
PostPosted: Sun Oct 18, 2015 10:03 pm 
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Joined: Wed Apr 15, 2015 12:44 am
Posts: 99
Location: One of two Melbournes.
Did this fix the bug with one-handed primary weapons? Some modders have tried to make one-handed primaries, but primary weapons seem to ignore the setting in their files that allows this to happen.


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