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 AA:PG Release notes for next build

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wth
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PostSubject: AA:PG Release notes for next build   Thu Oct 31, 2013 10:10 am

http://test.armydev.com/20131031.htm


10.31.2013 Release Notes
Summary

Icon

RFI - 1: Loyalty


Control Scheme Updates

The control scheme has been updated to include lean and equipped grenades
Spot Enemy has been moved from 'Q' to left CTRL
Interact has been moved from 'E' to 'F'
Quick throw grenades have been moved from 'F' and 'G' to '4' and '5'
'2' and '3' are now Equip Grenade slot One and Two
'1' still toggles between primary and secondary weapons; these actions may also be directly bound if desired
The mousewheel weapon cycle can include grenades if enabled (toggle found under ESC - Settings - Controls)
Take down is bound to ALT be default; it may also be performed via the Interact key ('F') when near an enemy
The alternate sprint key is now unbound by default

Lean

We heard a few players would like to see this?

Lean is on 'Q' and 'E' by default
Lean may be done while standing or crouched
The player may shuffle a short distance right or left while leaning by tapping strafe right or left; holding strafe will end the lean animation
By default lean is performed by holding 'Q' or 'E'; a "lean as toggle" option is available under ESC - Settings - Controls

Grenades

Old school grenade functionality.

Grenades of all types may be equipped as a weapon
Once equipped a grenade may be thrown by tapping the fire button or held and primed (pulling the pin) by holding the fire button (left mouse button by default); releasing the fire button throws the grenade
Once primed a grenade may be cooked (popping the spoon) by clicking the center or right mouse button while holding the fire button; releasing the fire button throws the grenade
Once the pin is pulled the grenade may no longer be magically put away; this applies to quick throw grenades as well
Previous quick throw grenade functionality is otherwise unchanged
Smoke grenades may now be primed and cooked (the fuse is two seconds)

Service Member Tags

A small thank you for your service.

Active duty, veterans and retired service members of all branches may apply for a special tag via the America's Army webpage (http://www.americasarmy.com/profile)
Two tags are available - one for active duty Army and another for non-Army active duty, veteran and retirees of the Army, Air Force, Marines, Navy or Coast Guard
This tag appears next to the player name of the scoreboard

Hooah!

All players of level 5 and above have access to the Hooah! key ('H' by default)
This audio is centered around the player's location and it can be heard by the enemy; spam protection is in place

Honor Level, Achievements & Stats

The honor level cap has been raised to 30
Players currently at level 20 will see their XP total set to the minimum needed for level 20
All players currently at level 20 will receive a special one time achievement
New scoreboard honor level icons for players level 20 and beyond have been added
The following achievements removed until they can be fixed: This We'll Defend, Never Accept Defeat, Got Your Six, Saint, Fairly Novice Grunt, Complete Forfeit, Chairborne Ranger, Lost Lamb Must Be Found, Fobbit, F is for Flash Yourself
Honor level has NOT been reset
Seven new achievements added

Weapons

M4, M249, M14 and M9 weapon damage increased
M4 and M249 require four torso shots to neutralize (previously was five)
M9 requires five torso shots (previously was six)
M14 requires two torso shots (previously was three on the lower torso, two on the upper)
Bleed damage inflicted by each weapon also increased
Reduced unsighted accuracy slightly for the M4 and M249
Shotgun sprint draw time increased slightly
Weapon damage in hardcore mode increased significantly

Communications

Global VOIP is now separated into active and secured channels while the round is ongoing
Text chat now is similarly broken into active and secured channels
A player is informed when broadcasting on a channel for secured players
In Hardcore mode a player is put into the secured channels when neutralized
An option to always display the text chat window has been added under ESC - Settings - HUD
Some unneeded server spam in text chat has been removed
VOIP broadcasting (any channel) is now prohibited for the victim during a take down

Tracers

Added a UI option to allow players to adjust the tracer configuration of the M4 and M249
The available options are:
Tracer every fifth round
Two tracers at the start of the mag/belt, three at the end
Five tracers at the end of the mag/belt
The changes take effect the next time you spawn; you cannot reorder your bullets and tracers on the fly

Voting

Server admins may choose to separately enable or disable kick voting and map voting
Players may now vote to change the next map in the rotation and still complete the current match (players may still vote to change the map right away)

Enemy Spotted

Capped the amount of points players can score per match from enemy spotted at 400
Spot Assist (an enemy you recently spotted is neutralized by a teammate) replaces Enemy Spotted on the scoreboard and UI
Spot Assist adjusted to be easier to accomplish

Audio

Footstep volume equalized across materials
Crouched and sighted footstep volume decreased
An option to disable the "final 30 seconds in a round" music has been added under ESC - Settings - Audio
Guns sound more punchy and have mechanical texture to them
Now there are separate sets of gun fire sounds for indoor and outdoor areas
Adjusted distant gunfire for better balance
Added shell casing audio
Bullet cracks are much quieter, directional and bullet must be closer to you
Sprinting and High crouch/Low crouch movements have their own sets of footsteps and different volumes
Sprinting and High crouch/Low crouch movements have their own sets of battle rattle
Auto comms dialog (frag out, reloading, etc) will only be called out if near another teammate (within 25 feet)
Take down and body falls are quieter
Ambiance have been adjusted to be louder and have more variety/texture
Directions sounds are coming from are using new algorithms to improve sound directionality
The entire mix has been tightened up (less dynamic range) to help alleviate discrepancies between various speaker systems/headphones/sound output devices
Objectives have a different sound when they reset from when they are activated

Maps

Two new maps added - Harbor Assault and Night Bridge
Each supports up to 24 players
Night vision is available on these maps only (bound to 'N' by default)
Three Kings - Players can no longer stand on walls on South side over watch; this negates an unintended sight line

Miscellaneous

Various levels of anti-aliasing (both Fast Approximate Anti-Aliasing and Morphological Anti-Aliasing) are available as an video option
Flash and Frag grenades may not be primed or thrown for the first few seconds of a round
Hit markers (indicators displayed when you shoot another player) are now a server option; they are disabled by default
Fixed an issue where bullet drop could cause valid medium to long distance shots to be marked as invalid
Fixed other issues relating to shots passing near geometry
A new console command is available for anyone to use: ListPlayers. It displays a list of all players on the server including spectators.
Headshot, Suppression, Enemy Spotted and Bandage scoring events are now hidden once a player reaches level five
Scoring for arming the destroy objective is now shared with nearby teammates
Server admins may now define two lists - a map rotation and a map voting list
Various text typos fixed

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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:16 am

So friggin cool!!! When exactly (time?) will we get access to this awesome update?
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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:21 am

Most likely the update will be around 2 pm eastern time.That's when they normally update on steam.Will be nice to have lean back in the game.

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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:22 am

yeah! hope I can make some time today to check it out Very Happy
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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:34 am

I really like all the changes, but I was just wondering:
What do you guys think of a feature where you could jump on a nade to save your buddies? ...especially in those tight corners.
Also, I think nade kills in a close radius shouldn't really allow a revive.

I guess changes like this would require too many unnecessary coding/calculations.
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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:47 am

Agree 100% with ya Charley.Think headshots and nade kills should be no revive situations all the time.Not sure about the jumping on a nade.Was supposed to be in the game from the start but I never seem to ever see a nade until its too late lol.Would be a nice feature anyway.

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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 10:53 am

oh snap!! update is downloading now! bounce 
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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 11:53 am

Same here.Also seems to be a patch for Killing floor as well.

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PostSubject: Re: AA:PG Release notes for next build   Thu Oct 31, 2013 12:34 pm

Woot lean works like a charm.Twisted Evil What a Face 

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PostSubject: Re: AA:PG Release notes for next build   Tue Nov 19, 2013 9:29 am

Latest release notes for Nov 18th.

This update is a patch to fix some issues with the last update. It will be available on steam around mid-day on Monday Nov 18th.

Audio

Added some dynamic range to weapon sounds
Increased footstep audio distance
Sprint has less "jingle" in it
Takedown sound is lower to make it more stealthy
Can set audio playback device manually for the game
Fix for seemingly random objective activate/destroy warning sounds


UI

Veteran icons display now
Team Select can now be closed with F2
Esc menu will remain up after the end of the round.
Achievements appear on top of the scoreboard/AAR
Team mute buttons change all of the individual mute buttons appropriately
If the target player leaves during vote to kick, the vote will cancel appropriately
Spotted enemy who is broadcasting on VOIP no longer remains spotted
Bleedout setting on Server Info has been corrected to actually show the Bleedout setting
Gun should now shoot if you're holding down the fire button after jump/climb/etc.
Character limit on the admin message has been increased to 64 characters
Health and Ammo Fading works properly after revive now
Fix for inaccurate activate/destroy/disarm reticule progress indicator
XP needed for next level is displayed properly on AAR after level 20
Crosshair drop when sprinting fixed


Other

Grenade throwing is faster and more fluid
NVG effect modified (film grain lessened, size of view increased, blur distance increased)
Fixed a crash when loading a new level after changing audio device (plugging in headphones)

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PostSubject: Re: AA:PG Release notes for next build   Mon Dec 16, 2013 12:45 pm

Latest patch.Not sure where they get it's a small patch as it says its almost a gig in size on my end.

You will see a small update to the game on Monday Dec 16 first thing in the morning CST.

The update is to fix a stats reporting error on the round win/loss numbers. Please let us know if you see any other stats that are not reporting properly. The only other change is to set spectatebody=false and acitoncams=false by default on the server configs, they can be changed if you want to run a server with these options enabled.

There are no gameplay changes in this update, we are working hard to bring you some awesome stuff in RFI-2.

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