The new map for July 2016 can be found here… here
to check out the new map click here!
OperatorDan and his buddies interrupt a raid attempt on a Ghost tower. What follows is a pretty entertaining gunfight. Freecam footage below. Enjoy!
Here’s a second video of the gunfight — this one is from a player’s perspective (courtesy of OperatorDan). It’s really cool to see it from both angles and have the commentary of the players to go along with it!
Once again, no major gameplay changes this week. Metal facemasks are a bit less powerful. Code locks do more damage if you guess wrong. Also, stone/wood walls have less hit points. You can read all the details at FP’s the devblog here.
On other news, we hit 30 consecutive players today for the first time ever. Crazy! Nice work everyone! Glad you’re all digging the server and having a good time.
Here’s a summary of stuff the devs included in this update. Have a good week all!
New rock/concrete melee impact sounds Enabled server violation score kicking by default Re-enabled prefab pooling (performance) Made pool.prefabs and pool.assets console commands take an optional filter argument Fixed invisible external wall gate doors in the distance Tweaked external wall gate LOD ranges Fixed invisible barricades in the distance Converted all deployables to the planner system (quality of life) Fixed decay points on interior foundations being buggy and unreliable Improved server side building decay performance Fixed various deployable placement exploits on walls and rocks Allowed tree.quality and mesh.quality convars to be > 100 Made mesh and tree qualities > 100 push back billboard and cull distances Wall frame inserts do the same construction layer checks as walls Removed hand snapping into view on hatchet vm attack & hit anims Fixed some shader bugs in large monuments Fixed low resolution terrain rocks Fixed runtime shader errors causing invisible objects on Linux Fixed culling not working properly on some objects Fixed helicopter windows and rotors now fade into fog properly Fixed horse hair to not fading into fog properly Improved and optimized rainfall shader Improved anti-aliasing Tweaked important textures to work with trilinear filtering and anisotropic Increased resolution on some props with extremely low resolution textures Improved skin shader Brought back and improved shore wetness Metal facemask protection levels lowered to that of chestplate Codelock does higher shock damage for wrong codes External wall health balance Removed traps deployables from common loot table (bp only) Added skins Fixed DDOS amplification exploit in steam query Updated weapon mod icons Added "ent who" command for admins (echos entity creator) Fixed calling some RPCs when dead Added command "clear" to clear the console Added command "copy" to copy the console to clipboard Updated EAC Updated to Unity 5.3.2p3