Feb's Patch Notes.

stellamandude

Prominent Member
Joined
Feb 21, 2011
Messages
4,104
Reaction score
1,819
Points
836
Age
52
Spotted over on the BL Forum............

Vehicles

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.
Fixed an issue where the Heavy Tank would not show on the minimap when firing like other vehicle. *Reduced the cooldown of gas abilities on vehicles to 25 seconds to make up for reduced gas duration. *Fixed issue where multiple tanks could become available to a team when they shouldn't be.
Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.


UI

Fixed an issue where the Warbond symbol overlapped the amount of availible warbonds in Arabic language.
Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.
Fixed an issue where player nametag would not show in the kill log for some type of kills.
Improved the logic for fading out crosshairs and UI when aiming down sights.
Fixed english spelling error for magnification.
Kit rank progress bar now becomes invisible once you reach max rank.
Fixed issue where amount of warbonds could overlap UI container.
Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.
Improved performance in the menu system.
Tweaked design of friends list.
Player will now track first medal by default.
RSP server information will now display owner of server.
Now sorts regular servers below RSP servers in the server browser.
Added server information in ...-menu.
Fixed a bug where joining server animation started twice when joining server.
Fixed a bug where the user remained in hang after failing to join a server.
Fixed a bug where the tracked medal was not highlighted.
Fixed a bug where players were unable to see the highlighted text in end of round.
Fixed a bug where the party hub did not update party members.
Fix back animation of white part on personalized recommendation cards.
Fixed issue where underwater sounds could get stuck on land.
Fixed issue where the player could move on top of the map on Argonne Forest.
Fixed a bug where personalized recommendation cards would not fade.
Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.
Fixed a bug where players could scroll using "R" in the the comcenter on console.
Fixed a bug where the end of round countdown stoped when quickly navigating through the tabs.
Fixed a bug where the mouse scroll did not work in list of recommendation cards.
Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.
Fixed a bug where stats updated after reentering the weapons page.
Fixed issue where XP boost could overlap UI container.
Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.
Fixed a bug where it was not possible to inspect skins in the Inventory.
Fixed a bug where Standard Battlepack real-money price sometimes did not show up.
Fixed 7 UI related crash bugs.
Fixed several localization issues.
Map Adjustments
Fixed an issue with floating debris after destroying a table.
Fixed an issue where players could get stuck in a table.
Player will no longer clip through the visual mesh of windmill interiors.
Grenades and dynamite will no longer fall through the floor of the windmill balcony.
Removed flickering effect on tall wooden fences.
Destruction fixed between tall wooden fence parts.
Vehicle selection is now disabled while the preound countdown is running in order to provide a more fair selection process for vehicles.
Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.
Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.
Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.
Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.
Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.
Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns under ground, moved another out of a tree.
Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.


Weapons

Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.
Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.
Bayonet charge kills should now properly award service stars.
Fixed illogical behavior when using K Bullets with the Martini-Henry.
Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.
Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.
Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.
Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.
Increased damage of the Martini-Henry between 30 and 80 meters slightly.
Reduced the damage of impact grenades from 80 to 72"


Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.

Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.

Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.

All: Moved out damage dropoff by 1 m and added damage curves.



Model 10-A Slug changes:

Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.
Increased No.3 Revolver rate of fire in ADS from 119 to 138.
Added missing tiered reloading to flash flares.
Fixed issue with tiered reloading in the Mle 1903.
Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1. *Corrected errors in moving dispersion for crouched hipfire on shotguns.
Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.
Retune of Luger1906 Reload Audio to match new animation.
Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).
The Tankgewehr now resupplies 4 rounds at once.
Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.
Retuned audio on Gasser reload to match new animation. Added hammer ****/decock to Deploy and Undeploy to match animation.
Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.


Tweaked post reload delays to better match animations on the following weapons:

Cei-Rigotti 0.4 to 0.6 s.
Mondragon 0.5 to 0.5667 s.
Selbstlader 1906 0.8 to 1.0667 s.
Bodeo 1.1 to 1.0 s.
Bulldog 1.0 to 1.1 s.


Increased horizontal recoil by 14.3% on the following weapons:

Automatico Trench
Hellriegel Factory
M1909 Storm
Madsen Storm
MG15 Storm
BAR Storm


Reduced horizontal recoil of some self-loading rifles:

Autoloading 8 0.6 to 0.4.
Cei-Rigotti 0.64 to 0.56.
M1907 SL 0.84 to 0.7.


Upped recoil decrease of "Low Weight" Self-loading rifles from 6 to 7.
Increased damage of the Martini-Henry between 30 and 80 meters slightly.
Reduced the damage of impact grenades from 80 to 72"


Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.
Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.
Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.
All: Moved out damage dropoff by 1 m and added damage curves.


Model 10-A Slug changes:

Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.


Increased No.3 Revolver rate of fire in ADS from 119 to 138.
Added missing tiered reloading to flash flares.
Fixed issue with tiered reloading in the Mle 1903.
Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1.
Corrected errors in moving dispersion for crouched hipfire on shotguns.
Retune of Revolver No 3 reload audio to match new animation. Added hammer cocks to firing animation.
Retune of Luger1906 Reload Audio to match new animation.
Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).
The Tankgewehr now resupplies 4 rounds at once.


Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.
Retuned audio on Gasser reload to match new animation. Added hammer ****/decock to Deploy and Undeploy to match animation.
Fixed an issue with the M1911 cylinder animation so that it now matches the bullet count.


Spectator

Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.
New button added in Spectator mode to view the gamer card of a spectated player.
Added button labels to the view modes in Spectator mode for PS4/Xbox One.
Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.
Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.
Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.
Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.
Possession announcer VO will now not play for freecam and tabletop spectators.
Fixes Pre-EOR music not activating for spectators (all game-modes).
Gated "Lost Objective" VO to not play for spectators in Conquest/Breakthrough/Domination.
Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.
Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.
Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.
Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.
Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.
Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.
Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.
Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.


Gameplay

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.
Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.
Increased the threshold for suppression effects to prevent suppression from occuring too early.
Reduced gas duration from 22 to 15 seconds.
Tweaked suppression effects and low health visuals.
Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.
Controls
Fixed PC custom keybindings not properly remapping for Behemoths.


CUSTOM GAMES / RSP

Added custom game setting to toggle Behemoth on/off.
Added custom game setting to toggle Squad Leader Only Spawn.


I only glanced over these, but.............

I didn't spot anything about the revive bug unless I'm mistaken ??
 
I only glanced over these, but.............

I didn't spot anything about the revive bug unless I'm mistaken ??

Almost forgot............

Black spawn screen ?
Load times, both at the beginning and between rounds ?
Friendly gas suppression ?
 
Nerfing the already useless Hellriegel.

DICE pleeeeease!
 
Almost forgot............

Black spawn screen ?
Load times, both at the beginning and between rounds ?
Friendly gas suppression ?
I saw a video that talked about the revive bug and that DICE had found it's a much trickier problem and may take some time to fix. Part of the problem is that it doesn't happen all the time so they're having problems recreating it consistently. It may be down to multiple factors and finding exactly what those factors are is going to be the tricky bit apparently.
 
I saw a video that talked about the revive bug and that DICE had found it's a much trickier problem and may take some time to fix. Part of the problem is that it doesn't happen all the time so they're having problems recreating it consistently. It may be down to multiple factors and finding exactly what those factors are is going to be the tricky bit apparently.
I don't know the first thing about coding but how hard could it be to spot the code changing when the bug appears? surely the code must be different in order for the guns not to fire?

I'm starting to wonder if all these Dice workers live on site, as I won't fancy their chances of finding their way home at the end of the day.....
 
They have to be able to recreate the bug to find it, think of the amount of data at any given point, be impossible tracking exactly what's gone tits up
 
Part of the problem is that it doesn't happen all the time so they're having problems recreating it consistently.

I'm online tonight if ya wanna give DICE the heads up, as it consistently happens to me :laugh:
I'm sure they could "tap in" to me while I play :)
 
I'm online tonight if ya wanna give DICE the heads up, as it consistently happens to me :laugh:
I'm sure they could "tap in" to me while I play :)
It's the bug I suffer most from as well so would love it if they fixed it. The only good thing about it is if you get it it means you've actually got medics on your side doing their job :rotfl:
 
They have to be able to recreate the bug to find it, think of the amount of data at any given point, be impossible tracking exactly what's gone tits up
But there can't be that much data, you only need to concentrate on two xbox's data (the man who is being killed and his team mate who is reviving him) do it in a private match with 4 killing the one man over and over and his team mate reviving him, Christ on a bike the amount of times it happens, I find it very hard to believe they can't see it happening or for that matter replay the code should it happen.....
 
I'm online tonight if ya wanna give DICE the heads up, as it consistently happens to me :laugh:
I'm sure they could "tap in" to me while I play :)
You'd have loved it last night:mad: when we played on the back to basics server where the only primary gun you are allowed to use is a iron sights sniper rifle that has been predetermined by dice in the server....... no tanks, no planes.... On more than one occasion I was ready to lob the TV out the window.
I was just angry for the rest of the night.
 
But there can't be that much data, you only need to concentrate on two xbox's data (the man who is being killed and his team mate who is reviving him) do it in a private match with 4 killing the one man over and over and his team mate reviving him, Christ on a bike the amount of times it happens, I find it very hard to believe they can't see it happening or for that matter replay the code should it happen.....
Is he reloading when he's killed?
Standing or kneeling?
Ads or not?
Is the secondary weapon a variable?

There's millions of combinations of possibilities each having a possible effect. I know what you're saying but because it's intermittent it must be a monumental task to try and find why
 
Is he reloading when he's killed?
Standing or kneeling?
Ads or not?
Is the secondary weapon a variable?

Always shooting
Standing
ADS'ing
Always the M1911

Get on the blower to DICE for me ;)
 
Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.

That wording seems a little odd to me.

Does that mean the cavalry was actually a lot closer when they killed my in game character with a saber? A lot of the time I am facing the horse that is charging towards me and they are very far away when I get killed with a saber.
 
That wording seems a little odd to me.

Does that mean the cavalry was actually a lot closer when they killed my in game character with a saber? A lot of the time I am facing the horse that is charging towards me and they are very far away when I get killed with a saber.

I think the "hit box" with the sabre was the issue, resulting in death from what seemed to far away for the sabre to hit you.
 

The latest video from AVForums

Is 4K Blu-ray Worth It?
Subscribe to our YouTube channel
Back
Top Bottom