Changelog, który Egg umieścił na forum PR'a półtora tygodnia temu - kto tam zagląda ten już go zna. Changelog jest z 16 stycznia i zawiera tylko część zmian.
Going to compile a change log sometime soon, but there are a *shitload* of important game play changes to take note of… here’s a few that come to mind:
1. Officer Kits use the Support kit player model; this is so they can be identified distinctly
2. Support Kits use the Assault player model but carry an SAW
3. Medics no longer auto heal in vehicle operator or gunner positions, only in passenger positions
4. JS.Fortnight is gay because I edited this
5. Helicopters are faster and attack helos are much more deadly
6. Light AT doesn't work effectively against MBTs
7. APCs as mobile spawn points, they now have 8 seats.
8. You need to enter, get kits and get ammo at the doors of the APC9. New insurgent class structure for realism and balancing purposes. Insurgent Sniper is a pickup kit. Added RPG gunner with a pistol and 2xRPG7 rounds. Renamed "Mountaineer" to "Insurgent" and tweaked the kit a bit.. jack of all trades master of none. Cop carries flash bangs, no more tear gas. Some other tweaks to, but I think those are the highlights.
10. Huge amounts of text chat spam have been removed from commo rose commands. NOTE this will require that players pay more attention to the minimap, particularly when localized languages are enabled.
11. bolt action snipers and weapons above .50 caliber can penetrate materials marked as "penetrable" (like thin sheets of plywood and such)
12. VIPs can join squads in xtract and have a map icon
13. Spec Ops no longer has a parachute14. Low on ticket sound is now an air raid siren
15. Smoke nades now behave much more like real smoke nades and take a few seconds to build up a good cloud of smoke
16. Insurgents can no longer have a commander
17. Support Vehicles (ammo supply and repair trucks) now have an ammo and a wrench on the model and can only be operated by Engineers and Crewman
18. Map has 2 sets of grid squares: 4 large quadrants (NE, NW, SE, SW) and finer detail grid squares (A1, D7, etc). Map also have the 4 compass indicators (N,E,S,W).
19. APCs carry a huge amount of trooper ammo
20. Tracers reduced to 1 in 5 for most rifles, none for spec ops; tracer effects toned down significantly
21. Insurgents have slightly lower marksmanship skills than conventional armies (except those classes that have had formal firearms training)
22. AT4 is new US Light AT
23. Static AA cannons (ZPU4 and M167) will never re-spawn and can NOT be destroyed, only wrecked. You will have to repair these assets to regain their use. If you capture a CP you will not get an AA weapon and cannot use the enemy AA cannons. They should probably be wrecked so if the enemy retakes the CP they have to repair them before they can use them.
24. All static weapons and army vehicles are now team locked, so a USMC trooper cannot drive a Vodnik. Unarmed civilian vehicles are not team locked, but spawners and suicide bombers are team locked.
25. Marksman and Snipers are available concurrently on the same map. Reduction in the # of sniper kits to accommodate.
26. The RIB should be faster.
27. One map "Helmand Province" has buildings on it where almost all of the buildings are destroyable.
28. You are now revived at 13% health. Just enough time to duck for cover before the LSD kicks in.
29. Insurgents can't set Rally Points
30. Heavy AT weapons take about 30s to load a second round.
31. Heavy AT has multiple levels of zoom.
32. Medic healing radius reduced, need to be really close to heal
33. Supply Crates carry much more ammo
34. Attempted to dramatically reduce the amount of damage vehicles take form terrain
35. APC cannons and .50 cal mounted weapons are now much more accurate
36. Tanks should behave like Tanks in that they are very powerful and difficult to take out; need to be hit from the rear with heavy AT
37. The A10 and Su25 cannon rounds are much more powerful; A10 cannon heats up very quickly; A10 and Su25 hit points beefed up, should be much more capable of sustaining battle damage and remaining effective. You know you only have a couple of strafing runs left when the engine is flaming a bit
38. Helicopters need about a 30 second warm up period before they can be flown.39. Fixed all known causes of server crashes
40. Removed the "SHOOT ME HERE" icons from the field dressings and ammo kits
41. Need a Pilot Kit to operate Aircraft and a Crewman Kit to operate driver and gunner positions on APCs and Tanks; Insurgents need a Mechanic to operate their heavy assets42. Vehicles can suffer disabling damage such as getting tracked or damaging the turret **still a bit experimental
43. Major improvements to causes of lag on Basrah, Hills of Hamgyong and Greasy Mullet
44. Tanks need to be entered at the hatches on the top of the vehicle45. Dirt bikes are a bit less mental
46. Complete volume overhaul for all sounds so stuff that should be loud will be loud; dozens (hundreds ?) of new sounds
47. Added some requirements that there are a minimum number of players in a squad to be able to get a limited kit, varies by kit type48. Exiting moving vehicles will give you significant damage, less at lower speeds
49. TK'ing for kits will be bad for your health
50. New HUD layout for limited kits using a pop-up menu from the center of the ‘T’ commo-rose
51. Officer Kits are available to squad leaders. They have signal smokes, binoculars and the ability to place rally points, which act as spawn points.
52. Rally points can be placed outside of CP areas by Squad Leaders using the Officer kit and act as a squad spawn point.
Heh uh…that’s about 60% of the change log lol... which is about 30% of the comments into our code repository. There are a lot of changes in this release. Will post more detailed info once we are on the last test build (soon).
Addendum (from Fortnight): New players should note the very important changes in bold text.