In der heutigen Nacht hat DICE ein neues Update für das Battlefield 4 Community Test Environment veröffentlicht. Mit diesem ist es ab sofort möglich alle Hauptspielmodi, die in Dragon Valley verfügbar sein sollen, zu spielen und entsprechendes Feedback zu geben. Das Update enthält aber auch Fixes in Dragon Valley und Operation Outbreak und nimmt unter anderem diverse Anpassungen an Fahrzeugen sowie Sound vor. Eine Übersicht aller Änderungen findet ihr nachfolgend.
Changelog
Game Modes & Releases
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#dd0000″]Deathmatch Release (Previous release)
Harbor area rework[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#dd0000″]Conquest Large Release (Previous release)
Full map, Conquest Large focus[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#dd0000″]Rush “Large” Release (previous release)
Full Map, first iteration Rush [/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#dd0000″]All Game modes Release <current release>
Today we enable all the game modes on the Dragon Valley – please play all and give us feedback![/gt_icon_list_data]
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Release Notes
Dragon Valley 2015
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Watershader polish with fade options[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Left side waterfall fixes, more mist[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Waterfall shader polish to match ocean water[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Mist and waterfall ripple distance fade setting[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Terrain updates and shadows on trees[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Terrain streaming adjustments[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added TRL for Deathmatch area[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added TRL for main map area[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Tweaked streaming pools[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Updates to Noshahr object placement and height to align them with terrain.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Temple_PierStairs new asset[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added chinese to monument rock[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Reworking pier pieces at fishing village[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added power line and added schematics[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Adjusted terrain height in tdm area[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Temple foundation lods and enlighten[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Planar reflection enabled with more density on normal map[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Mist VFX position tweaks[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added sound areas and corresponding SPC/Wave Asset files for MP_Valley[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Created layers and schematics for Sound Ambients and Emitters[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added a few emitters to MP_Valley[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Adding ESL plaque[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Adding new bridge textures[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Set dressed power plant building’s rooftop[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Minor adjustments to game modes. Flight ceiling increased from 550 to 600. Adjusted capture area around River Village. Small adjustments to Rush final MCOM placements.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fixed some collision issues[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Updated shader for asphalt and some other additional tweaks[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Audio: Adjusted Volume and linked destruction to ShedShanty Sound Area[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Audio: Replaced object with Prefab in MARKET VILLAGE layer[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Audio: Added Sound Area to RefineryWarehouse prefab[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Audio: Attached sound to destruction logic[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added signs to refinery, updated prefab of powerlines with schematics[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added signs at port gate[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Temple foundation remodel and texture work. New raycast and collision. 2nd UVs[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fixed the wood in the fishing village[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Refining the setdressing and layout of the refinery and the airstrip, removed some redundant road stains also for better performance.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Refining port area scattermesh and terrain shape[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Underwater color tweaks[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added some pipes and collision volume[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Added set dressing for fishing village[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Changed out textures on 2 story buildings, stone fence and columns.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fix for floating logs at G – and placeholder texture on tanks at refinery[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fixing floating object after destruction in the dam area buildings by adding schmatics[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Replaced electric box to one that does not cause damage[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Changed material of warehouse so it can have decals[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Art: Improved layout and set dressing at TDM area. fixed some terrain foliage clipping in some buildings.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fixed floating tree[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fix for LAV getting stuck on walls at market, fix for floating arch, adjusting lantersn at pagoda[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#2ba300″]Fix for floating pipes after destruction – updating fishermans shack at woodyard[/gt_icon_list_data]
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Operation Outbreak Changes
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#f2da00″]CQL and CQS spawns and boundaries to prevent players from spawning out of bounds.[/gt_icon_list_data]
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Vehicle Changes
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]Fixed error in schematic hookup so that fire extinguisher now displays on LAV25 hud[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]Increase damage of tank HE shell from 180 to 188[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]AA missile dodging fix[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]minturnangle 45 (90)[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]turnanglemultiplier 30 (10)[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]maxturnangle 900 (350) (For max speed 900)[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]720 (250) (For max speed 250)[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]mindetonationdelay 1.5 (0.65)[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]Corrects IGLA acceleration from 350 to actually intended value of 75. 350 was incorrectly high.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]Updating descriptions for the MBT’s HE SHELL to match actual usage[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#0027ed”]Fixed an issue where ECM did not generate an offset for incoming missiles on both Helis and Jets.[/gt_icon_list_data]
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Misc Changes
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#fc7100″]Parachute’s camouflage is not applied in gameplay after user customize it – Parachute customization is enabled for everyone (not just Premium players who opened the battle pack) now[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#fc7100″]Adding the PS4 version of the network perf graph. Also hooked up a client-side editorial kill switch so we can turn this option off and on in retail if needed.[/gt_icon_list_data]
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Audio Changes
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#00f4f0″]Negative & Affirmative Comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player gets out of vehicle, and player inside vehicle triggers, both players will hear radioized VO (1P and 3P). If player outside vehicle triggers, the player outside will hear non-radioized 1P VO, and player inside vehicle will hear radioized 3P VO.[/gt_icon_list_data]
[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#00f4f0″]Get Out comrose will now play 1P and 3P radioized VO if both players are in vehicle. If 1 player is out of vehicle and the player inside the vehicle triggers, the player inside the vehicle will hear 1P radioized VO, and player outside vehicle will not hear VO at all (since they are already out of vehicle, it is not necessary for them to hear it).
Requesting Orders comrose now works the same as Negative & Affirmative Comrose (see above). [/gt_icon_list_data]
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Fall Patch coherence
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[gt_icon_list_data icon=”fa fa-cog” icon_position=”left” icon_size=”” icon_color=”#1e0018″]This release also includes a full integration of the Fall Patch – which means the changes you’d expect to see there should be in here. IE the vehicle balance should be the “new” one etc. Let us know if you find any inconsistencies![/gt_icon_list_data]
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