• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[TÓPICO OFICIAL] Hell Let Loose

dd2e53937dc18fa0084500a75045f39a.jpg


EVENTO 1 LIFE - A BATALHA DE CARENTAN

Data: 20 de março, sábado
Horário: Reunião 20:40, instrução 21:00, início 21:10
Local: Discord da Comunidade Brasileira e servidor de eventos FEB
Público: Aberto para a comunidade
Inscrições: https://forms.gle/nh2aPF8jC2gXBt778
Meta de jogadores: 50
Organizador: Fives - OTAS

Você pode conferir toda a Lore do evento, Briefings, Regras e dinamicas no Formulário.

CHAME SUA GALERA, PRESTIGIE SUA COMUNIDADE!
 
dd2e53937dc18fa0084500a75045f39a.jpg


EVENTO 1 LIFE - A BATALHA DE CARENTAN

Data: 20 de março, sábado
Horário: Reunião 20:40, instrução 21:00, início 21:10
Local: Discord da Comunidade Brasileira e servidor de eventos FEB
Público: Aberto para a comunidade
Inscrições: https://forms.gle/nh2aPF8jC2gXBt778
Meta de jogadores: 50
Organizador: Fives - OTAS

Você pode conferir toda a Lore do evento, Briefings, Regras e dinamicas no Formulário.

CHAME SUA GALERA, PRESTIGIE SUA COMUNIDADE!
estarei lá


vídeo tutorial bem interessante
 
Algumas explicações de Hell chegando para os consoles

New Horizons for Hell Let Loose - Next Gen Consoles​

renderTimingPixel.png

During development of Hell Let Loose on PC, we’ve been fortunate to experience an expanding audience, and interestingly many new players from different gaming backgrounds - from AAA military shooters like Battlefield and Call of Duty, to strategy games like Hearts of Iron.

When the next generation consoles announced, we realised quickly that Hell Let Loose would be technically achievable on the new platforms, and that it might be a great opportunity to introduce the realistic shooter to a much larger audience who have never had the opportunity to experience this genre.

As a result, we’re excited to announce that Hell Let Loose will be launching on the Playstation 5 and the Xbox Series S and X later this year as one of the first large scale military shooters for the next generation, and one of the only hardcore realistic FPS games available on console.

As a team, we felt that if we were to take Hell Let Loose to consoles, we’d need to make sure that there were several things in place so that the PC version of the game was not only unhindered, but benefited from the process.

Fundamentally, Hell Let Loose was only possible due to the grassroots support of our PC community and we are deeply committed to fulfilling the promises we’ve made - both in final quality, optimisation and continued development for years to come.

Ultimately, launching on consoles will establish a larger playerbase for the title, as well as the financial resources to enable us to continue scaling the team to support the ongoing development. We’ve said elsewhere that we don’t think of Hell Let Loose as a title that would be finished and abandoned - but more as a continually supported and expanded title - with fixes, optimisation, new fronts, new Commander abilities, new vehicles, new weapons and much more.

A Separate Team

As a studio, we’re very keen to be able to continue to focus on polishing the PC title and working through community feedback. Although Black Matter has grown over the course of development, we’re still aware that Hell Let Loose on PC alone is a mammoth game that demands full-time attention.

Due to this, we’re working very closely with our friends at Flix Interactive - a fantastic development studio who work closely with Rare on multiple aspects of Sea of Thieves, including console development. They have a dedicated team working full time on the console conversion of Hell Let Loose in conjunction with us here at Black Matter.

For those of you who are console players and interested in jumping into a realistic game on next generation platforms, please be assured that we won’t be altering the Hell Let Loose recipe of time-to-kill, minimal HUD and all the other aspects that define the game. We’ll talk through some of the key additions or changes to the Hell Let Loose console experience below.

Crossplay

We want to assure you that the PC player base will remain separate from the console title, but that there will be crossplay for both Playstation 5 and Xbox Series X and S so that both platforms benefit from the larger playerbase.

Benefits to the PC

Many may be concerned that launching on consoles may negatively impact the PC title. We want to assure you that we’ve taken great care to make sure that the positive additions for the console title will be incorporated into the PC title, including:

  • Gamepad Support and Accessibility
    We’ve had requests for gamepad support from players who struggle to use a mouse and keyboard due to preference or disabilities. As such, we’re beginning to implement some of this functionality to better enable these players to enjoy the game. Simultaneously, we’re not removing or degrading any functionality that mouse and keyboard players currently enjoy.
  • Optimisation Benchmarking
    A huge benefit in taking a title to console is the need to conform the game to specific framerates on both consoles - effectively benchmarking the title. As a result, large scale rolling optimisations done for consoles are being implemented into the PC version of the game. These optimisations are specifically graphical and will not degrade the look of the game, or the gameplay itself.
When?

The exact date is going to be announced in the coming months, but it will follow our release from Early Access as we feel it’s important to attain a base level of quality and optimisation across the entire title, as well as polishing and fixing outstanding bugs and issues - both technically and in the metagame. As we’ve said before though, our release from Early Access will signify another step on the ongoing development journey of Hell Let Loose. We’re excited to continue working with the community to expand and refine the experience.

An Expanding Community

We’re very fortunate to have such a vibrant and active community supporting Hell Let Loose. As players from other platforms start to join the community, we’d love for you to help us make them welcome. At the same time, we’re fleshing out in-game education to better enable new players to join the experience in the most useful way possible.



Consolista jogando Hell pela primeira vez
 
Última edição:
Galera nao e HLL, mas esse trailer ficou sensacional, e como tem temática wwii to compartilhando aqui com a galera do jogo

 
Developer Briefing #119 - Update 9 Announcement Date & Details!

Hey everyone,

Welcome to Dev Brief #119!

This week we've been busy prepping for Update 9's imminent arrival so today's Brief is a bit shorter than usual.

Hopefully today's news on Update 9 will more than make up for it...

Update 9: Blood and Steel - Dropping March 25th

We’re excited to announce that Update 9: Blood and Steel, will be dropping on the 25th of March. The team has been very hard at work on final bug fixes for the update - including actioning community feedback from the PTEs.

Update 9: Blood and Steel will include the following:
  • Melee combat
  • Server Admin Camera
  • Implement correct weapon zeroing for all firearms
  • Part one of the armour system rework
  • Meta / Garrison Placement Changes
  • Community Voice Overs
  • Steam Achievements
  • Barbed Wire functionality
  • Added and refined localization
  • MG34
  • Additional loadouts
  • Continued Bug & Crash fixes
  • Warmup Staging Period for Warfare Mode
  • XP level increase
  • Sound Improvements across the board (BAR to footsteps to death)
  • UI Changes
  • Max level Increase
  • Improved optimisation
  • Grass and Foliage spawning improvements
  • Utah Beach Offensive mode for both German and US forces including beach landings
  • Weapon visual quality overhaul
  • Improved Damage Occlusion System

On the day we'll be aiming to put Update 9 live at roughly 11am GMT / 12pm CEST, but this may shift slightly. Once the patch is live we'll also be sharing the full patch notes for your reading pleasure!

The Soviet Crewman

Today we’re keen to give you the first look at the Soviet Crewman. While we don’t want to confirm the total number or type of vehicles just yet, you can expect to see a robust line-up of iconic and numerous tanks populating the Soviet lines, which we’ll reveal over the coming months.
73b05f1ac58a47e5c221982a740e38f766040fda.png

Some Big News

We recently announced some big news around the future of Hell Let Loose as a title. You can find out more and it and discuss it with the team over on our official subreddit r/HellLetLoose.


Onwards to the weekend!

That wraps up today's brief!

We've got an exciting week ahead of us and can't wait to welcome you to Update 9: Blood and Steel, so grab your shovels and sharpen your blades, it's almost time to get up close and personal.

Have a great weekend, we'll see you on the frontline.



71e2bc883194aad227dc32913a70b5d3.gif


d4836267b57f24a182ae6c27a5c8ed73.jpg



Pq russos demoram tanto.....
Best-Cry-Ever.gif
 
Última edição:
Developer Briefing #119 - Update 9 Announcement Date & Details!

Hey everyone,

Welcome to Dev Brief #119!

This week we've been busy prepping for Update 9's imminent arrival so today's Brief is a bit shorter than usual.

Hopefully today's news on Update 9 will more than make up for it...

Update 9: Blood and Steel - Dropping March 25th

We’re excited to announce that Update 9: Blood and Steel, will be dropping on the 25th of March. The team has been very hard at work on final bug fixes for the update - including actioning community feedback from the PTEs.

Update 9: Blood and Steel will include the following:
  • Melee combat
  • Server Admin Camera
  • Implement correct weapon zeroing for all firearms
  • Part one of the armour system rework
  • Meta / Garrison Placement Changes
  • Community Voice Overs
  • Steam Achievements
  • Barbed Wire functionality
  • Added and refined localization
  • MG34
  • Additional loadouts
  • Continued Bug & Crash fixes
  • Warmup Staging Period for Warfare Mode
  • XP level increase
  • Sound Improvements across the board (BAR to footsteps to death)
  • UI Changes
  • Max level Increase
  • Improved optimisation
  • Grass and Foliage spawning improvements
  • Utah Beach Offensive mode for both German and US forces including beach landings
  • Weapon visual quality overhaul
  • Improved Damage Occlusion System

On the day we'll be aiming to put Update 9 live at roughly 11am GMT / 12pm CEST, but this may shift slightly. Once the patch is live we'll also be sharing the full patch notes for your reading pleasure!

The Soviet Crewman

Today we’re keen to give you the first look at the Soviet Crewman. While we don’t want to confirm the total number or type of vehicles just yet, you can expect to see a robust line-up of iconic and numerous tanks populating the Soviet lines, which we’ll reveal over the coming months.
73b05f1ac58a47e5c221982a740e38f766040fda.png

Some Big News

We recently announced some big news around the future of Hell Let Loose as a title. You can find out more and it and discuss it with the team over on our official subreddit r/HellLetLoose.


Onwards to the weekend!

That wraps up today's brief!

We've got an exciting week ahead of us and can't wait to welcome you to Update 9: Blood and Steel, so grab your shovels and sharpen your blades, it's almost time to get up close and personal.

Have a great weekend, we'll see you on the frontline.



71e2bc883194aad227dc32913a70b5d3.gif


d4836267b57f24a182ae6c27a5c8ed73.jpg



como esses russos demoram
Best-Cry-Ever.gif
25 DE MARÇO!! TÁ AI JÁ:mr2::mr2:
 


Se alguém quiser acompanhar, to jogando.
 
6a5df678436359a6fd36e99dacabe21a526547bc_960x311.png

Update 9: Blood and Steel - Now Releasing Tomorrow, March 23rd!

Hey everyone,

Just a quick message to let you know the good news that the release date of Update 9: Blood and Steel has been moved forward!

It's now releasing tomorrow, March 23rd, at approximately 11am GMT - Which is also when you can expect the full patch notes to drop too.

We'll see you on the frontline!
 
Joguei uns 20 minutos aqui em utah e senti o jogo mais pesado
A quantidade de vegetação aumentou consideravelmente, os campers agora farão a festa
Teremos que reaprender a jogar, por que jogávamos antes não dará mais certo por esse motivo da quantidade de vegetação.
Não é algo ruim, por que fica mais condizente e realista com a época.
Já que tinha aqueles campos abertos sem quase nenhuma vegetação.
 
Joguei uns 20 minutos aqui em utah e senti o jogo mais pesado
A quantidade de vegetação aumentou consideravelmente, os campers agora farão a festa
Teremos que reaprender a jogar, por que jogávamos antes não dará mais certo por esse motivo da quantidade de vegetação.
Não é algo ruim, por que fica mais condizente e realista com a época.
Já que tinha aqueles campos abertos sem quase nenhuma vegetação.
Serio achou mais pesado
Aqui achei o oposto :hmm:

Utah joguei no PTE (joguei o modo ofensivo que é novidade e o modo Warfare que era padrão)
 
Kkkk mas com uma 3070 pra 1080p não tem como achar pesado kkkkk

É muito overkill
uso 1440p
e no geral não vi mudanças (alguns mapas sempre oscilaram e outros não, quero ver Carentan e Purple)
No PTE não lembro se era 1070 Ti ou a 3070 :hmm:
(devia ser a 3070 mesmo)

Agora a lista de respawn do lado direito na minha opinião é inútil (teria que organizar isso aí)

Passei a usar aquele Community TAA em opções de vídeo
 
uso 1440p
e no geral não vi mudanças (alguns mapas sempre oscilaram e outros não, quero ver Carentan e Purple)
No PTE não lembro se era 1070 Ti ou a 3070 :hmm:
(devia ser a 3070 mesmo)

Agora a lista de respawn do lado direito na minha opinião é inútil (teria que organizar isso aí)

Passei a usar aquele Community TAA em opções de vídeo

Mas agora a opção de escala de resolução só dá pra abaixar e não aumentar como era... pelo menos no meu agora não dá pra aumentar aqueles 50% a mais, ou seja, roda na resolução do monitor.
A minha resolução rodava um pouco acima de 1440p por causa do meu monitor ser ultrawide
Sim, também coloquei esse da comunidade, melhor e menos pesado.
Testei dois mapas somente: Utah achei bem mais pesado... e Sainte mére église que ficou bem mais liso, mais bem mais liso mesmo.
Deve ser nessa linha: alguns mapas mais otimizados e outros continuam ruins e algumas pioras, mas tá melhorando no geral.
 
Mas agora a opção de escala de resolução só dá pra abaixar e não aumentar como era... pelo menos no meu agora não dá pra aumentar aqueles 50% a mais, ou seja, roda na resolução do monitor.
A minha resolução rodava um pouco acima de 1440p por causa do meu monitor ser ultrawide
Sim, também coloquei esse da comunidade, melhor e menos pesado.
Testei dois mapas somente: Utah achei bem mais pesado... e Sainte mére église que ficou bem mais liso, mais bem mais liso mesmo.
Deve ser nessa linha: alguns mapas mais otimizados e outros continuam ruins e algumas pioras, mas tá melhorando no geral.
Ativa o DSR no painel da Nvidia
 
d9f9eec97b5cba9f7ec64f69e48dc762c599747e_960x311.png


Partial Controller Support - Useful Information!

Hey everyone,

As part of Update 9 we have added our initial implementation of controller / gamepad support for Hell Let Loose.

This is the first phase of the feature's implementation and as such it's very much a work in progress. Because of this we wanted to give you a quick low-down on how it works, known issues and workarounds.

For the controller players out there we'd love your feedback too, so let us know any potential improvements that'd benefit you as well as any bugs you encounter - Thanks!

Please Note: Using a controller does not add any sort of auto aim feature or targeting support when compared to using a mouse and keyboard. This is intentional.

Right, lets get into the details shall we...




In-game Controls
Movement
  • Left-analog stick to move player
  • L3/LS and forward/forward-diagonal to sprint
  • Right-analog stick to control player camera/direction
  • Y/Triangle to cycle through equipment
  • A/X to jump/climb/vault
  • Hold LB/L1 and RB/R1 to lean
  • R3/RS to melee
  • View/Touchpad button (Tap) to open/close scoreboard
  • View/Touchpad button (Hold) to toggle HUD
  • B (Tap) to crouch/stand up
  • B (Hold) to prone/stand up
  • Left D-Pad to open/close map
    - Right-analog stick to control cursor displayed (commander only currently)
    - LB/L1 and RB/R1 to zoom out/in respectively based on cursor location
    - RT/R2 to select where current cursor is (currently used for commander abilities, liable to change)
    - R3 to expand the key
    - LT/L2 to place marker
  • Hold X to swap to bandage when injured
  • Hold LT/L2, followed by holding R3/RS to bring up marker radial menu (ADS must be used to do this)
  • Left-analog stick to select marker
  • Let go of R3 to place highlighted marker
  • LB/L1 (tap) swap to 2nd piece of equipment in list
  • RB/R1 (tap) swap to 3rd piece of equipment in list
Weapons
  • RT/R2 to shoot
  • LT/L2 to ADS
  • X/Square to reload

Grenades
  • RT/R2 to throw grenade (hold for cook)
  • LT/L2 to underarm throw grenade (hold for cook)
Melee weapon
  • RT/R2 or R3/RS to melee
Bandage
  • X/Square (hold) to heal self
  • RT/R2 (hold) to heal friendly player
Single Purpose equipment (morphine, hammer, torch etc), variable
  • X/Square hold
  • RT/R2 Hold

Building equipment (watch/wrench)
  • LT/L2 to view list of items that can be built
  • D-pad (up and down) to navigate list
  • RT/R2 to build selected item
Vehicles (applies to artillery and AT gun)
  • X/Square hold to enter/exit vehicle
  • A/X hold to start/stop engine
  • Left-analog stick (up and down) to accelerate and reverse (automatic vehicles only)
  • Right-analog stick (left and right) to turn vehicle
  • Left-analog stick (left and right) to free look/adjust aim
  • Right-analog stick (up and down) to free look/adjust aim
  • LB/L1 and RB/R1 (hold) to move down/up respectively in available seating
  • D-Pad (up and down) to change gears (driver seat) or to adjust turret zoom (other seats)
  • RT/R2 to fire secondary weapon (normally machine gun, supplies for truck)
  • LT/L2 to fire Primary weapon (cannon)
  • Y/Triangle to swap ammo type (if available)
  • X/Square to reload
  • L3/LS to beep horn (Trucks)
VOIP

  • D-Pad right (tap) to toggle on/off currently selected channel
  • D-Pad right (hold) to bring up VOIP radial menu
  • Right-analog stick to select VOIP channel from radial

Possible Issues and Fixes
Steam controller configurations

There has not yet been a developer-approved configuration for gamepad controls on Steam for HeLL, however the version that will work best at this time is the default “Gamepad” template that Steam provides. In order to do this, the player will need to ensure a few things are done in Steam settings.

General Steam Controller settings:
To ensure the controller you’re using will work, access Steam>Settings>Controller>General Controller Settings. From here ensure the controller type (PlayStation, Xbox, generic gamepad etc.) is ticked based on what you’re using.
6ffca4a541bd883d2c375f9bd9d5e20a10bd9ea1.png



77ea7b583edb4cbdac0e6c67e61f4f4eb0a138ad.png


Game-specific Steam controller configuration:
What actions are mapped to the gamepad buttons will be determined by which Steam controller configuration is set for the game. There is currently no default config by developers, and the community created configs (for previous updates) will not be compatible with the layout now.

The best recommendation is to set the controller config for HeLL to the generic “Gamepad” template as provided by Steam. To do this the player will need to: Launch game>Open Steam Overlay>Select “Controller Configuration” in the top right>Navigate to list of controller configs>Select “Templates”>Select “Gamepad”.

08cc524d58a1913d2f3bce7438a5195db04ff402.png


HeLL config files


The player may find after ensuring the above is sorted that the controls are present but not quite fully functional. This can be identified if holding the VOIP button does not bring up the radial menu to select which channel to use, or if the scoreboard is mapped to the left d-pad button, instead of the View/Touchpad button. This would indicate an issue with config files for the game, and can be fixed by deleting the current one after ensuring the game is closed, and launching again so it generates a new one which should then provide the correct controls bound to the gamepad. The HeLL config file can be found in this location:-

C:Users<user name>AppDataLocalHLLSaved

Please be aware however, that doing this will reset all Options (gameplay, audio, keybindings, controls) back to their default values, and any adjustments made prior to this will have to be applied again.

Commander Controls


Commander controls on gamepad have not yet been finalised. They are usable, but if you are having problems, you may need to switch back to keyboard and mouse controls when using commander abilities.


Controlling the frontline!


That wraps up the quick 'how to' for our partial controller support introduction! We'll continue working on this feature so it becomes fully functional and fleshed out for those who choose to game with a controller.

We look forward to your feedback, thanks everyone!

We'll see you on the frontline.


---------------------------------------------------------------------

Update 9: Blood and Steel - Live Now!

Hey everyone,

We're excited to announce that Update 9: Blood and Steel is live now!

To give you an update on what the team are working on, as well as go through the full Changelog I'll be handing you over to Lead Developer Max!


Update 9 Changelog

Hi everyone,

This year is a very busy one for the whole team and we’re very excited to release Update 9 - which brings with it a ton of long-requested features that we’ve been keen to bring into the game - melee, the MG34, Utah Offensive modes, the admin camera and much more.

We try to list every single significant change, and never mean to omit anything. When this happens, it’s usually a result of human-error in reconciling our in-game bug tracking with the compilation of the notes. We’re striving to provide as much context and information as possible about every line in the changelog.

Like always, we’ll be monitoring all feedback from the Update and integrating it into our development plans. We’re particularly interested to see how the changes to Garrison behaviour affect the metagame and feel that the Admin camera will be a great way for us to better observe in-game behaviour.

Thanks so much for your support and patience over the course of our development. We’re very excited to show you what we’ve got cooking up in the future as we move towards leaving Early Access and fighting on the Eastern Front!

Find out more about some of Update 9's new additions below:

Melee


Utah Offensive


Barbed Wire


MG 34


Admin Cam



Patch Notes

Armour


We’ve done a deep-dive back into our armour code around both the weapon systems and physics systems, and felt that this required a more concerted effort to rewrite and polish both sets of code. As a result of this, we’re separating out balance with deeper system rewrites. In addition to this, we’re currently working to fill out the proper medium armour slots for all forces, as we know that the heavy armour skew in game has been causing issues for an unacceptably long period of time.

Due to the time needed to fix many of these deeper issues, we’re releasing as many beneficial changes as we can, as fast as we can.
  • Reduced AT-Mine damage to Tanks. Mines no longer instantly destroy the following tanks: Tiger, Panther, Sherman 76mm, Sherman 75mm

  • Tank MG belt has been increased from 100 to 200 rounds (this is coupled with the fixed zeroing of the MGs)

  • Improved non-penetrating shell FX on Tanks

  • Bombing runs and Artillery no longer deals proximity damage to Tanks (only direct hits)

  • Adjusted the Luchs & Stuart gear speed ratio to be more linear and smooth

  • Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)

  • Improved Tanks MG hit detection.
    Please note, we’re aware of a persisting key issue with regard to the hit detection resulting in specific angles of both the target and the MG resulting in the target taking no damage from what appear to be obvious hits. We have a fix coming for this.


Meta Changes

  • Disabled building Garrisons in neutral sectors

  • Capturing a Strong Point on Offensive maps now takes 60 seconds (Was 120 seconds)

  • Attacker Garrisons placed in enemy Active sectors on Offensive now takes 5 seconds to dismantle for the Defending forces (Was 30 seconds)

  • Disabled the HQ spawn if enemy is capturing that HQ sector on Offensive

  • Garrisons can now be placed in the first row/column of enemy sectors for 100 supplies (Unless locked). These are called Forward Garrisons.

  • Forward Garrisons are disabled if enemy are within 100m (But not dismantled)

  • Garrisons placed in friendly sectors still cost 50 supplies and an enemy needs to be within 15m of the garrison to disable it.

  • Removed the 20 second cooldown for disabling Garrisons and Airheads (How long it takes to change from disabled > enemy near)

  • Airheads now remain for 3 minutes allowing for 6 spawn waves (Was 2 minutes).

  • If a sector is lost, friendly nodes in the lost sector are destroyed

  • The engineer can build max 12 nodes per team (4 of each node per team)

  • Engineers can no longer build the same nodes within 50 meters of another node

----------------------------------------------------------

Bug Reporting


We've decided to remove the in-game bug reporting menu in an effort to consolidate the bug reports we’re receiving. Players should instead report any bugs they experience in the game’s Support page on Steam or via the Team17 support page below.

Contact Team17 Support Here

----------------------------------------------------------

Gameplay/Features

  • Added the MG 34 to German forces

  • Added Utah Offensive US/GER

  • Handheld weapons and tank MGs are now zeroed correctly by default

  • Added a 2 minute staging period to the start of Warfare matches.

  • Added an Admin/Spectate camera for server admins

  • Increased max player level to 500

  • Add new rank icons to scoreboard for levels 200-500

  • Bullets no longer fire with perfect accuracy when leaving the sprint animation. Instead bullets will travel in the direction that your gun is facing

  • Reduced the AT-gun cost from 100 to 50 supplies

  • Made barbed wire functional. Due to the implementation, we are aware of specific locations in the game and per gamemode where this is not the case and will be fixing it.

  • Added a VOIP reconnect option to Audio settings. We’ve worked a lot directly with Vivox around the implementation of the voip systems and it should be far more stable now, but we felt this would be a good thing to have just in case.

  • Added a new anti-aliasing option called ‘Community TAA’ based on community feedback. We’ve added the most popular mixture of settings to the AA as we can no longer allow manual tweaks via .ini - which was used to remove grass and other objects from the game.

  • Changing foliage settings no longer causes bushes to disappear

  • Locked the ability to edit the engine.ini to prevent users disabling Grass/Foliage/Landscape

  • Blueprints will be despawned after 3 minutes if they are not built

  • Reduced dismantle timer for friendly blueprints to 2 seconds

  • Medics now bandage twice as fast as regular infantry

  • Shortened the Germans OP antenna to be more on par with the size of the US OP. We will be most likely remaking the models for both these and the Garrisons to be more optimised, higher quality and similar in size across all forces for balancing sake.

  • Increased pistol damage at range (to be a 2 shot kill at extended range)

  • Bombing runs and Artillery can now do radial damage to enemy trucks

  • Tracers on weapons are now a fixed 1-in-4 ratio, instead of the "25% chance to spawn" system as before

  • Vehicle wrecks now despawn when damaged by an explosion or after 5 minutes

  • Vehicle wrecks will not despawn after 5 minutes if a player is within 100m or is within 250m and is looking in the direction of the wreck

  • Vote-kicks now ban the player for 1 hour instead of 2 hours

  • Improved performance on the Enlist screen (Server browser)

  • Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)

  • Tanks and all explosives can now destroy both enemy and friendly mines

  • We’ve implemented a customised threshold on each reload animation, so that if it’s interrupted beyond a certain point the weapon will still be reloaded.

----------------------------------------------------------

EXP

  • Players now receive the EXP reward after a deployable has been built, not when placing the blueprint

  • Engineers gain 10 Support, Role and Career XP every time a resource node that they placed generates resources (Every 60 seconds)

  • Passenger seats of the Supply and Transport Trucks now give bonus support score to the driver (+1 Support score every 60 seconds)

  • Engineers earn 10 Support Score for every 30 seconds the Repair Station they built is used

  • [Fixed] Inconsistency with the Support Score awarded between the Medic and the player that was revived

  • [Fixed] Destroying a tank using the Bombing Run commander ability does not increase the Vehicle Kills score

----------------------------------------------------------

Animation

  • [Fixed] Loaded round is not ejected when performing a partial reload with the M1 Garand

  • [Fixed] Weapons don't leave firing state properly and keep playing muzzle effects

  • [Fixed] [TPP] The player will remain in their throw animation after throwing their last smoke grenade

  • [Fixed] [FPP] Character's arms are above their head when looking up and crawling on a sloped surface

  • [Fixed] [TPP] Players in the driver seat of any truck have no idle animation

  • [Fixed] [TPP] The 1st seat player of the Pak 40 AT gun has no idle animation

----------------------------------------------------------

HUD/UI

  • Added a spawn list to the deploy screen that displays a list of available spawn locations

  • The game now remembers which units the player has expanded and collapsed when the scoreboard is closed and reopened

  • When using the Recon Plane ability, trucks now show as a hollow diamond, while armed vehicles show as a filled diamond.

  • Mousing over supplies on the tactical map now displays how many supplies are remaining

  • Added a ‘Add Friend’ button to the scoreboard allowing players to add others on Steam

  • The Ping marker will now show on the edge of the screen if it’s out of view

  • Commander abilities on the map show as white to teammates making them more visible

  • Added a ‘Spectate unit’ designation icon to unit the bar. This icon will appear when someone in that unit is in the Admin Cam

  • Officers of units now always appear at the top of their unit list and scoreboard

  • Placed Satchel Charges icon has been changed from white to red

  • Artillery HUD markers now cull at 200M not 500M

  • Added a prompt to tell the player they need a bandage when they're wounded even if they don't have one in their inventory

  • Servers running Offensive game modes show which team is attacking under the 'Game Mode' section on the Server Browser

  • Added VIP slots and server queue information for servers to the server browser

  • [Fixed] Players are unable to see occupants of other friendly vehicles when looking from inside a vehicle

  • [Fixed] Player icons in-game scale down and become invisible at 200m regardless of view distance settings

  • [Fixed] The Commander's name remain's visible in the In-Game HUD if they join a Unit without first Resigning as the Commander

  • [Fixed] The player does not join a squad when pressing "Apply" on the Change Role screen after changing an appearance/loadout setting

----------------------------------------------------------

Loadouts


Sniper

  • Added a second sniper loadout with AP mines.

Tank Commander

  • Added a second loadout (Mechanic with a blowtorch) to both forces.

Machinegunner

  • Changed the default German Machinegunner MG loadout to contain the MG34 as primary weapon. The MG42 has been moved back to role level 3.

  • The US Machinegunner now has access to the BAR as a second unlockable loadout to provide a moving base of fire.

NOTE: We will be swapping items in loadouts in future updates as we introduce new equipment and weapons.

----------------------------------------------------------

Server/RCON


Added the following server options:
  • Set Vote Kick Enabled
  • Set Vote kick Threshold
  • Reset Vote Kick Threshold

  • Added enable/disable vote-kick server option

  • Fixed a number of instances that would cause the server to crash

  • [Fixed] A player banned by using their Steam ID is not removed from the server when it occurs

  • [Fixed] Player will not see the server message in-game if they do not deploy within 10 seconds of joining the server

----------------------------------------------------------

SFX

  • Added community VO 'death sound effects'.

  • Added new BAR firing sfx.

  • Overhauled all footsteps sound in the game.

  • Adjusted the ‘Mic Volume’ setting to reduce chances of distorted player voices

  • Added a sound effect for de-spawning vehicle wrecks

  • Added a sound effect for dismantling an Airhead, Repair station and Supply crate

  • [Fixed] Tank Hull/Coaxial Machine Gun firing SFX does not correctly play if [LMB] is not pressed long enough.

  • [Fixed] The foot step audio while crouch running was inconsistent between FPP and TPP

  • [Fixed] No bullet ejection audio when reloading an empty bolt action rifle

  • [Fixed] Inconsistent SFX when shooting AP or AT mines

----------------------------------------------------------

Visual Improvements

  • Extended the HLOD Transition Distance to a more acceptable distance. This is a bit of a balance between performance and “melted ice cream houses”.

  • Updated BAR, Garand, K98k, MG42, Browning M1919, G43, Colt 1911, Luger, P38, STG44 Thompson, Springfield to use the new smart material system. We also cleaned up a lot of the geometry and sights (removed jagged geometry or poorly scaled front sight posts)

  • Added particle effect for de-spawning vehicle wrecks

  • Added particle effect for dismantling an Airhead, Repair station and Supply crate

  • Bandaging wounds now adds blood to players hands

  • Increased the cull distance for AT-Guns. They should now be visible at longer distances such as Omaha cliffs

  • [Fixed] Scope becomes fuzzy when using sniper rifles

  • [Fixed] Changing foliage settings causes grass/shrubs to disappear.

  • [Fixed] Trees outlines visible on a fire/smoke VFX when having Low/Medium/High video preset selected

  • [Fixed] Inconsistent VFX when shooting AP or AT mines

  • [Fixed] The Torch flame will pulse when the game is on a lower FX quality

  • [Fixed] The smoke resulting from firing shells from the tank appears distorted on Low, Medium or High FX Quality

----------------------------------------------------------

Trucks

  • Improved Trucks collision model to prevent getting stuck on objects

----------------------------------------------------------

Bug Fixes

  • [Fixed] Players deploying the LMG do not update for other players that are further than 500m away and become invincible

  • [Fixed] The Engineer role's Barbed Wire blocks bazooka/panzerschreck shots, anti-tank/tank shells, grenades and explosions

  • [Fixed] The airhead can be dropped in areas that will display the "Turn Back" message on player spawn

  • [Fixed] Inconsistencies between certain tanks applying suppression to nearby friendly Players

  • [Fixed] The Support and AT's wrench construction animation stops after about 2 seconds

  • [Fixed] Offensive maps let defender vehicles pass the HQ of attackers

  • [Fixed] Player may be invulnerable to ballistic damage during vaulting and/or climbing

  • [Fixed] Starting to capture a sector instantly after the previous one has been caught results in the new sector not becoming enlarged on the player's HUD

  • [Fixed] Text for Truck seat key bindings can overlap key bind graphic

  • [Fixed] Satchel charge and impact marks appear to rotate on German Medium tank after undergoing collision

  • [Fixed] Player will receive 65535 smoke grenades under unstable network conditions

  • [Fixed] Opening the map while reloading a bolt action weapon will cancel the reload

  • [Fixed] Multiple collision issues with the AT Gun ghost

  • [Fixed] Missing progress bar for the 'You Shall Not Pass' and 'Labor of Love' achievements

  • [Fixed] Map markers do not fade in when the player toggles the HUD on

  • [Fixed] Selected customisations on Character model may appear incorrect on the front-end menu after exiting a server

  • [Fixed] Several of the sliders within the game settings produce SFX when being dragged beyond their limit

  • [Fixed] The "Dead Bodies Despawn Delay" setting does not change as intended, and is always 1 change behind

  • [Fixed] The "Where's an Engineer?!" achievement is tracking the wrong number of repair stations

  • [Fixed] The 'Strong Point' hint appears when the player enters an inactive Strong Point

  • [Fixed] The achievements that involve the destruction of vehicles give more points of progress than intended

  • [Fixed] The compass sometimes remains pointing towards the neutral sector even after that sector had been captured

  • [Fixed] The format of the match timer is inconsistent between the HUD and scoreboard

  • [Fixed] The health of a truck doesn't match up when compared between its HUD and Torch values

  • [Fixed] The Map Marker List is cutoff on multiple resolutions

  • [Fixed] The player is unable to dismantle the Barbed Wire constructible

  • [Fixed] The player will receive the 'Capturing Sector' hint when they spawn as an attacker on an Offensive map

  • [Fixed] The player will receive the 'You killed a friendly!' warning if they down an enemy and deploy on the enemy's team before the downed enemy has 'Let go'

  • [Fixed] The reload of a deployed Machine Gun can be interrupted when it appears to be completed

  • [Fixed] The user does not receive a warning if they opt to reset their settings or hints

  • [Fixed] The ‘Enemy Near’ tooltip does not correctly update while it is visible to the Player

  • [Fixed] User is unable to change appearance if the DLC is disabled via Steam whilst it is equipped to the character

  • [Fixed] Visible issues when leaving a Unit.

  • [Fixed] Watch build animation will partially loop if an enemy Player enters the build radius

  • [Fixed] When in proximity of the enemy ghost nodes, the player will see the nodes' HUD icons

  • [Fixed] The Commander's 'Reinforce' ability can be placed within locked sectors

  • [Fixed] Captured sectors will go into 'Sector Cooldown' on the in-game map while playing the Offensive game mode

  • [Fixed] On the Deployment Screen, the selected Spawn Point becomes visually deselected after redeploying

  • [Fixed] The building animation will continue to play if the player goes into prone while constructing the supplies

  • [Fixed] With pistol equipped, TPP Character ADS animation reverts to Hip when stop animation is played

  • [Fixed] [TPP] The Ammo boxes, Ordnance boxes, Medical supplies boxes and Satchel charges are misaligned from the player's hand

  • [Fixed] [TPP] The off-hand remains the same orientation when leaning with a one-handed piece of equipment

  • [Fixed] Incorrect role equipment for the US ‘Support’ role when wearing the ‘Airborne M1942’ uniform

  • [Fixed] Noticeable LOD issue on the Backpack as an US Anti-tank role

  • [Fixed] The back of the neck of dead players may sometimes clip through Airborne M1942 Uniform

  • [Fixed] [FPP] Player's hand is clipping with the Marsh Fallschirmjager Smock uniform when holding the Karabiner 98K rifle

  • [Fixed] Accepting a Steam invite to a server with password will display the Wrong Password prompt

  • [Fixed] Changing resolution while in 'Fullscreen' can briefly show the confirmation message before reverting back to its initial configuration

  • [Fixed] Climbing on certain bushes can cause the player to levitate

  • [Fixed] Disable the engine's shortcut that makes F11 toggle fullscreen

  • [Fixed] The Vehicle engine start/stop sequence is cancelled if the Player attempts to open the map at the same time

  • [Fixed] Players are able to immediately fire and with perfect accuracy by pressing the aim and fire buttons simultaneously while running

  • [Fixed] Players kicked from squad sometimes remain in squad VOIP

  • [Fixed] Server queue notifications are displayed to non-VIP members when all server slots are set for VIPs only

  • [Fixed] Servers VIP slots only update after a user joins/leaves the server or the map changes

  • [Fixed] The player is observed to crash while being "ALT+Tabbed" out of the game.

  • [Fixed] Player crashed after leaving server and returning to enlist screen

  • [Fixed] The cursor will be temporarily removed if the player is about to be deployed while navigating a game menu

  • [Fixed] The Enlist Screen's server queue only updates after a map change or when a user joins/leaves the server

  • [Fixed] The game will show as "Unreal Test!" on the Steam server list

  • [Fixed] The player can become a rifleman when joining a locked recon unit.

  • [Fixed] The player may experience a brief FPS drop upon first selecting a deploy location

  • [Fixed] The player receives the "Already a member" message when trying to rejoin the same unit he got kicked out of

  • [Fixed] Turret cannon HUD not updating whilst driving Recon Vehicles

  • [Fixed] VIP Players are able to join a server during the post-match screen instead of being placed in the server queue

  • [Fixed] [TPP] Player can perform certain animations with incorrect equipment.

  • [Fixed] "THAT DEPLOY LOCATION HAS BEEN OVERRUN" shown, but the player is deployed anyway.

  • [Fixed] Bullets do not penetrate window frames

  • [Fixed] The Mausbach Approach capture point name is overlapped by the capture point icon from the HUD

  • [Fixed] [TPP] The watch is misaligned in the player's hand

  • [Fixed] Multiple issues observed with German revive animation

  • [Fixed] If an action is performed while the player simultaneously opens up the scoreboard, the action will continue to completion

  • [Fixed] Garrison icons will stay enlarged after being selected using the ‘Dismantle Garrison’ Commander ability

  • [Fixed] Certain structures are counted twice in the "View Personal Stats" menu when placed

  • [Fixed] Artillery Gun Icons on the HUD turn blue when a Unit member is in them

  • [Fixed] Bullet Casing Ejects FX play at world origin when player hasn't moved for a while

  • [Fixed] Key-bindings on the In-game map and Hints do not update if the key-bindings are changed via the in-game options menu

  • [Fixed] All weapons can penetrate the "WaterDeep" material and the damage is not reduced after penetrating

  • [Fixed] After a map transition, the background and player model of the customisation menu can disappear if the player quickly clicks 'Change Role'

  • [Fixed] A defunct Unit may be created if another Player swaps team and creates a Unit while the Player is in the ‘Change Role’ menu.

  • [Fixed] "Supplies Here!" achievement is not tracking the progress made when using Supply Drop as Commander.

  • [Fixed] "Take Cover" achievement is not tracking the progress made

  • [Fixed] Backface culling visible on drainpipe.

  • [Fixed] Inconsistency with support score awarded when placing level 0 constructible ghosts

  • [Fixed] US Trucks get stuck often under Supply Stations.

  • [Fixed] A LoD transition issue with the German Munitions node at a short distance

  • [Fixed] Collision issues with Barns

  • [Fixed] Invisible collision present on factory asset across multiple maps

  • [Fixed] Noticeable LOD issue observed on the ‘German Light Tank’

----------------------------------------------------------

UTAH

  • Fixed the German side missing various vehicle spawns

  • Reduced the extended load time seen on Utah vs other maps

  • Fixed a number of assets without working bullet penetration

  • Added missing repair stations to the Warfare game mode

  • Improved vehicle and player collision on a number of assets across the map

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

HILL 400

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

FOY

  • The Southern Edge strong point is now more central in the sector than its previous location

  • Fixed a number of misaligned textures and terrain

  • Road missing collision on Foy map

  • Improved MG deployment at certain locations

  • Fixed multiple inconsistencies between the map and the in game areas

  • Fixed tank & gun shots not penetrating wire fences

----------------------------------------------------------

OMAHA

  • [Omaha] Players cannot go in crouch position inside the small stone bunkers if they are in the prone position

  • Improved many LOD issues related to buildings and terrain across the map

  • Fixed multiple inconsistencies between the map and the in game areas

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

CARENTAN

  • Train track asset is now consistent with the tracks on Hurtgen and Hill 400

  • Improved vehicle and player collision on a number of assets across the map

  • Prevented players from getting to certain locations they shouldn’t eg. on top of roofs or inside empty buildings

  • Fixed inconstant vehicle collision on some stonewall assets across the map

  • Increased the clearance on the railway bridge located in [J6/J7] so all vehicles can fit

  • Improved LoD transitions on a number of assets

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

Hurtgen Forest

  • Fixed a number of assets without working bullet penetration

  • Fixed the German and US sides missing various vehicle spawns

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

Sainte Mere Eglise

  • Fixed the placement of 2 preplaced Garrisons so they are not floating or clipping in the Offensive gamemode

  • Fixed the US HQs having a German and US Repair Station model clipping on top of each other

  • Improved vehicle collision on a number of assets across the map

  • Fixed a number of misaligned textures and terrain

----------------------------------------------------------

Purple Heart Lane

  • Fixed a number of misaligned textures and terrain


Blood and Steel

That wraps up today's Changelog / Patch Notes!

We look forward to hearing what you think of the new additions, tweaks and changes that you're diving into with Update 9.

As always your feedback is integral to us here on the team, so let us know what you like, what you don't and everything in-between!

Oh and keep an eye and ear out for us in battle, we'll be jumping in to enjoy Blood and Steel alongside you all.

We'll see you on the frontline.
 
Última edição:
Update 9 - Hotfix 1 Live Now!

Hey everyone,


Thanks for jumping in to Update 9! It’s been exciting to see footage from the admin camera and melee, as well as read through the feedback - both positive and negative. As a result, the team has been hard at work since the release pinpointing feedback, aggregating it by severity and risk-of-fix and have worked with the team in QA to release a hotfix for the following issues.


Update 9 - Hotfix 1 Patch Notes
  • Fixed an issue that allowed the player to deselect their spawn point but still attempt to deploy, leaving them in the 'Deploying' state with no deploy timer.

  • Fixed an issue that caused MGs to fire offset from where the player was aiming when braced or deployed on a surface.
    As a temporary solution we needed to revert the change that allowed bullets to travel where the barrel was pointing when exiting the sprint animation. We will look to reimplement this feature once we are sure it won’t cause issues again.


  • Disabled the vault mechanic on barbed wire placed by the Engineer and prevented players from climbing on the wooden ends.

  • Fixed the "VCRUNTIME140_1.dll" launch error. Now if the user is missing the required VCRUNTIME it will be installed when the game is launched.

  • Reimplemented the server welcome message displayed on the deploy screen. The map key and welcome message are now displayed in separate tabs that can be switched between. By default, the welcome tab will always be displayed unless switched by the player.

  • Fixed the aggressive LoD and billboard issues present on SMDM and Utah that caused trees and buildings to appear low quality at close distances.

  • Fixed certain bushes having bullet collision on PHL, SME, SMDM and Omaha preventing players from shooting through the foliage.

  • Fixed the collision on Carentan’s church preventing players shooting through the hole in the roof and a window on SME.

  • Fixed a material issue that caused weapons and certain character assets to render completely dark when in a shadow on SME.

  • Applied the correct LoD and materials to the Support’s US & GER Summer uniforms.

  • Removed a non-existent map from the map rotation.

  • Fixed the server list not correctly updating when using the sorting options.

  • Fixed rare server crash caused by client connection.


We want to assure you that we’re taking into account all feedback around the following topics:
  • Node meta and effect on both Engineer and metagame. We’re especially looking at the way resource gain occurs - both affected by ambient sector resource gain as well as distance-from-HQ modifiers. This has different effects for both Warfare and Offensive modes and separate between attackers and defenders.

  • Grass and tree LODs.

Please note, we’re also examining all other aspects of the game - both changed and unchanged.

Finally, it appears that there is a single client crash (players will see “ACCESS VIOLATION” when it occurs). We’re fortunate in that this is the only client crash in the game currently, and are currently looking to expedite a fix.



As with everything in the game, your feedback is welcome.

Lastly, we wanted to add that we’ve added Japanese localisation to the game. ようこそ、日本人の友達

We'll see you on the frontline!
 
É a coisa tá feia... O cara não tá conseguindo jogar o jogo decentemente numa 3080 e 5900x com 64gb de ram:medo:
O8zdfjP.png

Esse update trouxe muitas coisas boas, mas sacrificou demais a performance:feelbad:
Tem muita gente reclamando por ai dessa significativa perda.
Estou rodando tudo no low e ainda sim tenho perdas para 45 fps do nada kkkk
 
É a coisa tá feia... O cara não tá conseguindo jogar o jogo decentemente numa 3080 e 5900x com 64gb de ram:medo:
O8zdfjP.png

Esse update trouxe muitas coisas boas, mas sacrificou demais a performance:feelbad:
Tem muita gente reclamando por ai dessa significativa perda.
Estou rodando tudo no low e ainda sim tenho perdas para 45 fps do nada kkkk
ainda tá usando o DX12?
Aqui real não notei perdas

Usava o ini somente leitura, mas removi (pq os devs falaram que não ia mais fazer efeito)
Tô usando aquele filtro da comunidade TAA (e a porcaria do jogo não salva as configs, toda vida, tem que entrar e aplicar)

Fim de semana parece que vai rolar free weekend mesmo.
 
ainda tá usando o DX12?
Aqui real não notei perdas

Usava o ini somente leitura, mas removi (pq os devs falaram que não ia mais fazer efeito)
Tô usando aquele filtro da comunidade TAA (e a porcaria do jogo não salva as configs, toda vida, tem que entrar e aplicar)

Fim de semana parece que vai rolar free weekend mesmo.
Eu to vendo isso que tá dando problema no TAA.
Resolvi aplicar o do painel Nvidia 2x e colocando pra substituir qualquer configuração do aplicativo.
Parece que com isso ficou melhor, sem blur e mais liso.
Acho que tô rodando em dx12 pois o código ainda tá lá na inicialização, mas depois dessa atualização acho que não está funcionando mais.
 
Não tinha que limpar uns cache ou algo assim a cada update por conta da performance?
Talvez seja o maior motivo de eu ter abandonado o jogo por enquanto, é muito pesado.
 
Não tinha que limpar uns cache ou algo assim a cada update por conta da performance?
Talvez seja o maior motivo de eu ter abandonado o jogo por enquanto, é muito pesado.
Não lembro de ter feito isso
Mas o desempenho sempre oscila conforme o mapa
 
Nao
Não tinha que limpar uns cache ou algo assim a cada update por conta da performance?
Talvez seja o maior motivo de eu ter abandonado o jogo por enquanto, é muito pesado.
Não é só você... Tem muita gente na internet ameaçando dropar o game depois dessa cagada de update...
Alguns até pararam já, segundo relatos outros vão aguardar um certo tempo pra hotfix se não vier vão abandonar...
Nem é só pelo peso descomunal do game agora, mas juntando com a questão dos nodos e a forma com que eles alteraram a estratégia do game com as modificações que fizeram com as guarnições, VoIP, e outras coisas que eles não arrumam já a bastante tempo juntou pra cominar em "cansaço" do game
Vamos ver o que virá..
 

Users who are viewing this thread

Voltar
Topo