Build Update #062: V1035.2 Hotfix

Last week’s patch V1035.2 released with more than a few issues, so we’re addressing as many as possible in this hotfix.

UI/UX

  • Restored accessibility settings for Color Blindness Mode and Replace Key Reds With (Settings › Video › Advanced › Accessibility).

  • Fixed front-left rails on the M110K1‘s handguard having their slots flipped, causing attachments to mount inwards.

  • Restored ability to edit callsign in Lone Wolf.

    • Removed logic for “Use Standard” callsign, which used Team Elements as reference — feature was rarely used and required Lua logic, so we opted to scrap it (at least for now).

  • Hooked up the F8 key shortcut to the Admin Panel again.

  • Updated the logic for the Hide HUD function while spectating (H key) to take into account whether the player was alive or dead and avoid an issue where the H key fails to hide HUD due to being tied to hand signals.

  • Various small changes to UI text, formatting and styles in Admin Panel elements (particularly Kit Restrictions and dialogs) to improve consistency and usability.

  • Fixed missing tooltip to Game Stats button (top Esc menu).

  • Added mention and tooltip for Check Watch ability in keybinds list (Settings › Controls) next to Freelook.

Gameplay and controls

  • Fixed issue where the Steady Aim (ADS) ability was tied to Focus Zoom (ADS). Now you can use these abilities separately again.

  • Fixed invalid state when picking up a shotgun shell or round that was ejected intentionally during a reload.

AI and enemies

  • Tweaked AI frag grenade ability: increased minimum throw range, which should reduce the frequency of grenades. (NOTE: A more complete solution is already in the works for V1036.)

  • Updated the smoke grenade ability to fix AI getting stuck due to an issue with the logic tree.

  • Updated the distance threshold for detection on bots to help with them running into players or not seeing them when they should.

  • Updated the US PMC voice lines to not use the radio filter.

Missions, game modes and multiplayer

  • Fixed issue where players would leave a match in progress on a server and it would fail to end the round if no one was playing it.

  • Updated all Intel Retrieval missions to ensure AI will not spawn near the player spawn points.

  • Updated Extraction Point to always show regardless of distance.

  • Updated the Ops Board (Ready Room) to allow players to click to spectate again.

  • Changes to Hostage Rescue requirements: now you only need 2 players on Red team and 1 player on Blue team to start the round. This should reduce the headache of starting a Hostage Rescue match if the teams suddenly change balance during a countdown or during the round start.

  • Removed bad spawns on City (Subway) and fixed issue with missing doors on that map.

  • Fixed issue where the voting timeout logic was being interpreted incorrectly, leading to timeouts upwards of an hour.

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