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Season 8: Trappers
21 April, 2021

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Main New Features & Things

Battle pass - Season 8: Trappers
Legacy Seasons Tab
New Weapon
PH M82
Hunter Pack
Prey Pack
There are two Loot Events present in every Encounter
The Anti-camping Mortar Strike leaves along with Mercenaries
A booster description panel was added to Shootout and Encounter lobby
The trigger range on the Alarm Trap is doubled to make it more useful when compared with the contact bomb
Desynchronization fixes -  A player flickering and shrinking with a weapon in their hands is invisible to other players
Exploit fixed: A player starts loading into the map with 29 seconds left, not before, even when he presses the "ready" button
XP rebalancing
The XPs for Resource and Military crates were significantly lowered
The XPs reworded for actions in the Encounters now award double the amount in average
Shootout rewords rebalanced

Shooting, Weapons & Tools

Fixed: Using the last consumable you have of that type doesn't equip your weapon back

Fixed: Missing LODs for Gal

Fixed: ADR-97 have no animations

Fixed: Ammo from loaded weapon disappeared after getting to the Shelter

Fixed: La Chiave 12 and KS-23 missing rechambering sounds

Fixed: Weapons floating next to the archetype while aiming and moving in the crouch position

Fixed: Discard operation - Destroying ammo adds more ammo

Fixed: The player can now use any number of painkillers he wishes

Fixed: A few weapons spawned without ammo

Fixed: Exploit - Amount of ammo that game returns at the end of Encounter

Fixed: Game freezes while shooting in full-auto

Fixed: Bolt-Action rifles having to chamber after reload - this was previously hotfixed through animations, but the player was still unable to shoot for a while after reload, but now the chamber is skipped after reload and the animation/functionality is smoother

Fixed: Interrupting reload by melee attacking didn't stop the WPN reload animation and sound effects

Added: Every WPN now has assigned a value, which determines how fast it can be equipped and unequipped. Smaller WPNs are faster, so changing between two Heavy MachineGuns is a lot slower then between SMG and a Pistol for example

Tweaked: Improved behavior when getting down to prone with a rifle

Tweaked: Ammo offered with equipping the weapon

Modified: The kills feed row is properly showing killers and the type of tool (icon) that killed the player

Optimized: Memory optimization - Dynamic change of a weapon mesh

Looting

Fixed: Interaction marker in Viktorsen Station

Fixed: Barred House broken references

Fixed: User is now notified after interacting with the Disruptive Tower

Fixed: Misplaced memento lighter

Fixed: The message about unlocked safe should now be visible to everyone, not only to the unlocking player

Fixed: Barred house and Timed safe don't spawn all items at once

Fixed: A wrong booster application

Fixed: Inventory operations - When deleting a weapon with the "destroy" function in an encounter, the model stays static in the airy

Changed: All Weapon parts now stack to 5, some of them used to stack to 1 only

Changed: The Crashed Container crate now switches mesh based on the lootable state (it looks open while the player is looting it or when it's empty)

Changed: Unlocking a Duo Vault now gives the player a notification

Changed: The way loot is spawned for container

Changed: Made Shootout boxes always open UI

Changed: Objective flag now has a little collider on the bottom to push the player out, so he does not get stuck

Changed: Increased hitbox of a lock on the Locked Container, so it's a bit easier to shoot down

Added: Now ammo will spawn with weapons in the loot events

Added: New loot in Loot Events

Added: The loot is now properly boosted for the Timed Safe and Locked Container

Tweaked: A few nodes in the Locked container loot manager

Tweaked: The exits, POIs, geometry, piers, village center

Tweaked: Loot, clear movement paths

Tweaked: Loot for Barred house and Timed safe

Shelter

Fixed: The Armory WPN placement issues introduced after the memory optimizations, and added a new way to place WPNs in Shelter Armory so that we don't have to hide some of their parts (magazines, bipods, etc..) to retain their visual identity

Fixed: The rotation symbol/r-stick is now greyed out when you hit a vinyl memento in the collection tab

Fixed: The Reward Screen - Some secondary weapons are not visible as equipped by a mannequin on the reward screen

Fixed: RM14 is now found, where the player would expect it - on the wall rack

Fixed: The logic now checks if the conditions for the challenge/save (Shooter) aren't met already

Fixed: The user doesn't get spammed with challenge progress UI notifications, done via boolean checks on cloud updating function

Fixed: The focused item slots no longer trigger opening the store from the details panel if the player already owns a one-time bundle

Fixed: Upon purchasing one-time packs, the player should not be able to enter exit again right after purchase

Fixed: The focus now stays on the "Challenges" widget of the Shelter map UI even when the maps rotate

Fixed: The plates and bottles are appearing black in the Shelter Shooting range

Fixed: The pumpkin head is bleeding when shot

Fixed: Rubiks Cube - Cube overlaps with a column from some angles

Fixed: Set season 6 Title as "Visible When Not Owned"-false, so that it doesn't show in the "Available" column of the Titles. As per the design, old AND unobtained titles should not be listed as Available

Changed: UI for more items present in the Store

Changed: Only not owned items are displayed in the store

Added: Holding "X" now opens the shop

Added: Shelter Store notification window

Added: A more specific description of Boosters

Added: A waiting time to check all of the max players are ready in the lobby

Added: Infinite cycle of all shop items (should be once for every item which is not owned already)

Tweaked: Set correct rarities for the facepaint bundles

Tweaked: UI Shelter, Collectables, and Reward screen

Modified: The SM Shelter Foundation by adding two additional simple box collisions for the wooden beams that were blocking the view

Modified: UI in Shelter Shop so that the "Transaction in progress" widget appears with a slight delay and it actually gets focus

Modified: The rubrics cube interaction by slightly lowering the interaction distance

Movement & Camera

Fixed: Movement bugs, blocking volumes preset

Fixed: When some wild edge case conditions were met the user could lose focus when jumping, opening reward crates, and having the onboarding tips on

Fixed: Vegetation collisions, iceberg bug

Fixed: Terrain LOD bugs

Fixed: Animation from Prone to Stand no longer raises the arm when in aim mode

Fixed: A missing collision for glass - the character is going through the door when the glass is shattered

Fixed: A collision issue as stated in the Plant Box Collision box set was wrong

Fixed: Artifacts that happened when going prone to stand/crouched in aim and interrupting the animation are mostly gone now

Fixed: Issue-specific to getting into aim after interrupting standup animation and stand to crouch

Fixed: Hip fire animation of other players is not synchronized in match

Fixed: Added notification keys when going into aim. When getting up in aim rifle mode and inverted views player won't now help himself with his hands (like he normally does)

Changed: It's possible to climb over the wooden fence on Viktorsen Station now 

Added: A new additive animations for better grip when aiming, prone and idle

Modified: The character animation to lower the transition time when switching between mirrored and not mirrored animations (reloading is never mirrored)

Modified: Human Animation so that the transition doesn't get changed to false when interrupting stance transitions with another transition

Modified: The Animation Character so that the heavy machine gun stance doesn't mess up some of the transition animations

Modified: The jiggle physics by tweaking the physics body and constraints positions + their weight

Modified: The transition montages by adding notifies that should minimize the unnatural hand behavior when rapidly transitioning. The character still moves his left hand a little when transitioning crouch->stand->crouch with pistols, but that seems to be something a little bit different as it can't be solved with the notifies added.

Visuals

Fixed: Side Cap is clipping with female heads and uniforms

Fixed: Several backpacks are clipping with uniforms 

Fixed: Facepaint looking weird on some faces

Fixed: Several gloves were clipping with uniforms

Fixed: Transparency priority issue on several materials

Fixed: Some weapon skins applied only partially to a weapon model in the encounter

Fixed: The crates have no material type in Shootout

Fixed: T-pose after fall death

Fixed: A strange position of the weapon on the back

Fixed: The animation issues with weapons grip when going from prone to stance

Fixed: Dead bodies blinking

Fixed: A priority of a transparent object and sun flare

Fixed: Airdrop animations

Fixed: The new cap is too big for female archetypes

Fixed: The inside of the Tactical Balaclava is transparent

Fixed: Added missing value for the Shark facepaint

Fixed: The gloves are clipping with hands for the Hunter uniform

Fixed: Clipping issue with Goggles

Fixed: Stickers are not appearing correctly for a Canvas bag

Fixed: Notifications shouldn't spawn over each other

Fixed: The materials are not having proper surface type on Sagbruk - Several assets are missing audio-visual effects upon shooting

Fixed: There was an element trying to visualize "none" as a material instance in the Armory and Fallkniven A1 had its weapon's plan/"blueprint" spawning twice

Fixed: A missing water surface

Fixed: The phone booth is missing a surface type

Fixed: Bugs, levitating players at the start of the locations

Fixed: Instances where light machineGuns were using stance of heavy machineGuns

Fixed: Shooting secondary WPN while in left shoulder view would move the whole gun

Fixed: 1PV ADS gun model for MGV-176 by removing the see through holes in the model

Fixed: Some weapons were ejecting empty casings after every shot, even though it didn't make sense for that weapon (shotguns, sniper rifles)

Changed: Filetype of textures

Changed: Enlarged textures

Added: A logic for the handguns to stay "open" after expending all the ammo

Added: New poses for the empty handguns

Added: New animations for around 70% (Most of the Assault Rifles, Sniper Rifles, Pistols, SMGs and MachineGuns) of the WPNs. Both character and WPN animations

Added: New prone and crouch WPN reload/actions animations for around 95% of the weapons so that the WPN parts do not levitate and correspond with the hand movements

Added: New animations for (un)equiping primary weapons in a right slot, so that the character doesn't pull both weapons from the left side/slot.

Added: Gestures now have facial animations 

Added: The logic for offsetting Holstered weapons based on sockets in their skeletons, making it possible to specifically offset and rotate every weapon in both holster slots (each slot has its own offset socket) - ADR-97, MP-5 and few others were adjusted to not stick out as much

Added: Military mask skeletal mesh, materials, and textures

Added: A new jump animation from crouch for the unarmed/knife + pistols (by combining standing jump animation with the crouch idle one)

Added: A new prone additive animation for the Suomi KP/-31 to fix the weird grip/elbow position when aiming up

Added: A new empty reload animations for the M249, because the original animations were missing the some of the hand movements, when the bolt was being pulled back

Added: A new idle holding animations so that the right-hand doesn't overlap as much with the gun

Added: A new prone grip/aim additive for the Scharfschützengewehr 82

Added: A few new idle animations to individual weapon classes so that the idle animations don't repeat as much

Tweaked: The Gewehr 3 by slightly lowering the time it takes to fade out the magazine so that the magazine doesn't "blink" when reloading

Modified: The Mosin Nagant and Scharfschützengewehr 82's reload animation montage by adding a particle effect - ejection of the empty casing and added new particles for the bolt action rifles because the original ones initial velocity was too big, and in real life, the empty casings don't fly that far from the bolt action rifles

Modified: The La Chiave 12 & KS-23 animations by smoothing out the parts that are playing in a loop so that they are more symmetrical and less "choppy". More modifications should be done in the future

Modified: Animations for pistols so that the left-hand bone is in a more sensible spot to prevent the weapon from flying off while blending between mirrored aiming and  reload animations

Modified: The animation blueprints of some weapons to fix the issues introduced after recent weapon optimization (magazines not moving while reloading etc..)

Modified: MP5-K SD3 skeleton by adding sockets to change the holster positions

Modified: The notify timing for the M249 reload, so that the hand movements better fir the WPN movements

Modified: The Pill Consumable animations, because the character never actually put them in mouth as the use time was too fast and the animation too long. Not they use shorter animation.

Tweaked: New cap material fix

Tweaked: Veteran uniform skin hand issue

Modified: Adding lines that play the Map gesture animation on the head as well, and then it skips the animation the same way the torso does so that the body parts are in sync

Modified: Lootbox UI by rotating the wooden rocking horse to prevent clipping

Modified: The head animation by changing the transition type of one of the blends from initialization to Standart blend so that it doesn't throw errors/warnings

Modified: Animation logic of characters for playing gestures so that it also plays the animation on the head

Modified: Some of the gesture animations by adding smaller/simple facial movements so that they don't look that robotic

Modified: The Human Animation Collection by adding one new field to the struct in the vertical category for the crouch jump start. And then modified the function that returns the correct jump animation, so that it now has another argument for the current stance

Modified: Animation blueprint character by slightly lowering the MAX pushback value when coming too close to an obstacle

Modified: The human animation instance  by adding an additional condition for enabling IK, so that the IK doesn't get activated while doing gestures

Modified: The animation for moving tile is now in tile graph instead of notification graph

Audio

Fixed: UI related sound issues - radiation and airdrop sound ques 

Fixed: The La Chiave 12 pump SFX fixed (played 2 times instead of 1)

Fixed: Sound cues are faded out when a round ends in Shootout

Fixed: Sample track in memento/vinyl collection doesn't get drowned by ambient music now

Fixed: Exit door sound

Fixed: Missing Geiger counter sound in tutorial area

Fixed: Using "Take All" when picking up mementos not producing the right sound effect for the memento pick-up

Added: SFX for the exit door on Fjellkanten

Added: A missing confirm sound for Shooting Challenges

Added: Sounds to the chamber and reload of weapons

Others

Fixed: "Leave team", "invite a friend" and "start matchmaking" is not working after using the "Kick" function in the matchmaking monitor

Fixed: Openable Exit in Fjellkanten-  It is possible to exit map outside the exit area

Fixed: Missing morphs the Side Cap

Fixed: Quick switching with Y doesn't update wheel selection UI

Fixed: Errors in the English localization

Fixed: A wrong/missing Russian translations

Fixed: New description for the event of Disruptive Tower

Fixed: Low lod appearing

Fixed: Exit area, levitating props, bugs

Fixed: Reward screen issues in french, asset name clashes in different languages than English

Fixed: Various localization errors fixed

Fixed: A new cap looking scuffed

Fixed: A tree collision

Fixed: Focused and the selected amount is now correctly set on the stack from the beginning

Fixed: The killer info is no longer missing for the players that do not trigger the boobytrap but were killed by it

Fixed: The FPS drops when a red flare signalizing incoming bombarding appears

Changed: Increased Network Bandwidth Limits

Changed: Flares now emit light only after they stop moving, mortar shell explosion effect now emits only one light instead of 4

Changed: We made all points of interest to be hidden in Shootout

Changed: Fixed up combination chest redirectors

Added: A more complex collision to doors

Added: Social media icons

Added: New QA testers into the Credits 

Added: Expose list of players on the server to the blueprints

Added: A little bit of logic that checks if the character isn't dead and has ragdoll disabled. The issue was/is happening because for some reason the notifies set up in the death animation montage aren't triggering in some cases...

Added: A physical material to door on Fjellkanten - Openable Exits - Doors are missing a physical material 

Tweaked: Exits and geometry

Tweaked: The landscape LOD distances

Modified: The logic for the notification

Modified: Animation blueprint Character to simplify the handling of ragdoll upon falling death

Optimized: Got rid of the unnecessary variables from the data table

Optimized: Datatables

PlayStation specific optimization


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