Unreal Tournament Release Notes
Version notes for build released 2/22/2017
TLDR: Major Changes This Build:
- Significant updates to FlagRun game mode and FlagRun levels.
- Players don't collide with teammates except if both trying to stop in same location.
- Turned off sprinting.
- Now always use real Epic account names. Added option for user specified clan name prefix on scoreboard.
- Improved interactive scoreboard, now enabled when join before match starts.
- Improvements to QuickMatch and Ranked Match flow.
- Functionality and balance updates to Lightning Rifle, Rocket Launcher, and other weapons.
- Instagib changes requested by the community.
- Track kill assists in all team game modes.
- Default max players for DM now 8.
- Maxplayers 10 for standard CTF ruleset.
Levels
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- FR-Fort
- Unified version with door at main entrance (FR-Fort_Door is gone).
- Layout changes.
- Removed defensive spawn room teleporters.
- Fixed incoming alarm firing when rubbing up against the closed door.
- Replaced Sniper with LG as default pickup.
- FR-Loh
- Significant layout changes.
- Fixed line up positions.
- Added weapon shields for attacker spawns.
- Replaced Sniper with LG as default pickup.
- FR-Meltdown
- Layout updates.
- Adjustments to redeemer volumes.
- Adjustments to jump pad ledge in tunnel to mitigate player snagging.
- Replaced Sniper with LG as default pickup.
- DM-Chill
- Removed lower playerstart near stinger/armor.
- Misc fixes.
- Fixed lighting issues present in the Redeemer room.
- DM-Underland
- Fixed LOD issue with the Douglas Fir asset.
- CTF-Lance removed from build.
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Weapons
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- Projectiles
- All projectiles ignore client side hits on corpses and gibs.
- Same team projectiles don't interact with each other ,except friendly Shockballs destroy each other to avoid getting stuck.
- Projectiles that shouldn't collide with teammates work properly when the shooter dies while in flight.
- Lightning Rifle
- Increased base beam damage 35-> 45.
- Increased fully charged body shot damage 80->85.
- Reduced charge up time to 0.8 sec.
- Fixed getting headshot blocked by armor notifications for low damage lightning gun headshots.
- Removed knockback bug on primary.
- Charged lightning rifle shots use 2 ammo.
- Chain lightning only off hits to players.
- Added Lightning Rifle stats.
- Rocket Launcher
- Multi rocket alt-fire has trident spread.
- Reduced delay between firing loaded rockets.
- Reduce seek lock time for RL from 0.6->0.5 sec.
- Increased distance that lock indicator shows up for targets from 3800 to 5000 units.
- Now have minimum seek distance below which rockets stop seeking, to make it easier for target to avoid them.
- Link Gun
- Link gun only links to live players for link pulling.
- Link pull does 25 damage, lasts 0.3 seconds instead of 0.4.
- Fixed link beam not damaging if fire again immediately after starting pull.
- Link beam and link primary can now destroy bio goo.
- Grenade Launcher
- Fixed sticky grenades blowing up on enemy impact.
- Alt Grenade explode time once armed is now 5 seconds.
- Sniper Rifle
- Slight delay before start zooming in zoom mode so can consistently get min zoom.
- Can now headshot sliding players.
- Flak Cannon
- Flak damage adjustments: shard 14->13.
- Flak shell direct hit damage 109->103.
- Enforcer
- Enforcer reload support: reloads a new clip if out of ammo.
- Updated enforcer materials to support weapon skins.
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Movement
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- Players don't collide with teammates except if both trying to stop in same location.
- Turned off sprinting.
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In Game Menu and Interactive Scoreboard
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- Start with in game menu active on join.
- Streamlined ready up system. Warm up now implies ready.
- Minimap now interactive (mouse over) if in game menu is up.
- Adjusted chat bar position on in game menu.
- Adjusted scoreboard header to fit without overlap when in game menu is displayed.
- Show player options menu when mouseover on interactive scoreboard.
- Pressing the console key in the chatbox will bring up the console.
- Fade the level music back up when the menu is active.
- Removed mute, kick, and send friend request from scoreboard dropdown options for bots.
- Fixed including bots in kick vote counts.
- Removed switch team before match on alt-fire.
- Can change teams while in warm up.
- In a team game, don't show the mute state of opposing players when the game is in progress because they are force muted by the server.
- Added ELO and XP badges to pre-match line up.
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HUD
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- Can no longer change the angle of the quickstats hud.
- Fixed cases where win conditions were not shown on HUD.
- Fixed impact hammer reticle being off-center by 6px.
- HUD/scoreboard color tweaks.
- Fixed persistent killfeed during Showdown warm up.
- Health number on HUD stays red when low.
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Scoreboard and Minimap
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- Now always use real epic account names. Added option for user specified clan name prefix on scoreboard.
- Fixed issues with scoreboard title panel text overlap.
- Fixed drawing score messages on non-FlagRun scoreboards.
- Improved showing own position on minimap.
- Improved minimap scaling on scoreboard by scaling map to fit better.
- Fixed defender base not showing in FlagRun minimap.
- Fixed Scoreboard showing incorrect country flag when the player set a new flag before a match.
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Announcements
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- Reduced default spacing between announcements.
- Match is starting announcement plays.
- Fixed issues with announcements interrupting displayed announcement text.
- Added yoink reward message for link pull.
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Controls
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- No longer have controls menu bindings for show buy menu, keyboard turn left, and turn right.
- Made some control bindings optional so players aren’t required to update them before leaving controls menu.
- Got rid of obsolete hold dodge modifier functionality,
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Hubs
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- Adjustments to how rules are set up to make them easier for hub admins.
- Adjusted min player counts for default rulesets.
- Fixed server password prompt not appearing when attempting to enter a password protected server.
- Non-party leaders shouldn't be able to start hub matches.
- Added checks so if a ruleset is added but has no maps, it will be rejected (with a warning in the logs).
- Don't prefill hub matches with bots, only add bots when match starts if not enough players.
- Kill instances filled with idlers at end of match.
- Default max players for DM now 8.
- Maxplayers 10 for standard CTF ruleset.
- Hub matches are not rank locked by default.
- Fixed text should be "Rank Locked" not "Ranked" in hub match description.
- Custom game no longer right justified on create a match main panel.
- No default goalscore for custom TDM.
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Effects and Rendering
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- New first and third person armor pick up effects.
- New first and third person health pick up effects.
- Added geometry overlap sphere for improved depth perception of own shockballs in medium and high detail modes.
- New Rally Point effects.
- Reduced number of ribbon sections created by jump boots trail system.
- Updated Link Beam 3rd person to use updated effect (no more dramatically curving beam in 3rd person).
- Turned off shadow casting on weapon sigils and wall torches.
- 16x16 tile in reflection environment for perf gain on high end pc.
- Tightened up requirements for some effects spawning for perf optimization.
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Damage Numbers
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- Damage numbers now show damage dealt, not modified by health left.
- No damage numbers for targets shot in a safe zone.
- Outline damage numbers.
- Damage number display time proportional to amount of damage.
- Slower alpha out for damage numbers.
- Adjusted red hue of damage numbers.
- Color damage numbers gold if damaging armor.
- Include UDamage multiplier in reported damage numbers on HUD.
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Sounds
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- Adjusted footstep volume.
- New link primary fire sounds.
- Removed udamage pick up ambient sound (the sound when it is on the ground, not the sound when held by a player).
- Increased redeemer explosion sound range.
- New Lightning gun sound effects.
- Halved volume of CTF scoreboard score update sound.
- Fixed some rally point sound effects not playing from dedicated servers.
- Don't play rally broken sound un-attenuated for all defenders.
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Editor and Mod Support
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- Added blueprint callable function EnableWeaponSwitching(). Call after calling DissallowWeaponFiring(true) to re-enable weapon switching without enabling weapon firing. Requested functionality for Elimination mod.
- Added a gamestate notification when async loading is complete.
- Added the ability for gamemodes to specify assets to always load instead of async loading them.
- Hold references to objects async loaded to avoid thrashing in network games
- Initial camera placement property on UTWorldSettings allows LDs to specify a good camera location for camera before connection process is complete.
- PIE implies ?dev=1
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FlagRun
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- Increased min time to power up rally point to at least 1 second after FC steps off and back on.
- Defender short respawn delay now lasts until 2:30 left in the FlagRun round, down from 3:00.
- Attackers always take 5 seconds to respawn unless quick spawn to take advantage of ending rally.
- Players don't auto-call for rallies after dying until 45 seconds into the round.
- No longer have rally cooldown. Attackers are able to rally once every time a rally point is powered up.
- Added failsafe for zeroed gradual flag return positions.
- Make sure to never go to free cam when out of lives.
- Increased time can keep flag carrier pinged by maintaining visual on him after targeting him.
- Added support for pending rally points so current rally point isn't cleared if powered when new rally point starts charging.
- Fixed rally charging notification if flag gets picked up on rally point.
- Kick idlers at the end of flag run rounds.
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FlagRun Announcements
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- Fixed clearing rally message when rally ends.
- Updated door announcements.
- Added successful FlagRun defense reward announcements.
- Added Ace reward for killing all 5 enemy team members in FlagRun (all dead at once).
- Changed "Enemy Rally!" to "Enemy Rally Activated!"
- Updated player callouts for FlagRun.
- Defenders get directional incoming lines for enemy flag carrier entering base (incoming left, incoming low, etc.).
- Different message for defender standing on unpowered rally point.
- Make sure rally ended message interrupts "Press E to rally".
- For players that join FlagRun match in progress, announce whether attacking or defending.
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FlagRun HUD
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- Don't draw erroneous round/role info on FlagRun HUD during warm up.
- Show round number and role on FlagRun HUD.
- Show round number in FlagRun score message.
- Show rallypoint thermometer whenever there is still some charge.
- Different thermometer color for RallyPoint when charge is depleting because flag carrier not touching it.
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FlagRun Intermission
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- Kill rally cam if at intermission.
- Don't try to play end of round instant replay for recently joined player.
- Fixed hard to kill highlight detail
- Group Taunt prompt shows up for top defender after a defense round win.
- Focus on last killer after annihilation or successful defense round.
- Show replay after annihilations or successful defense.
- Fixed own mesh anim pose getting set to standing at end of round.
- Freeze particle effects for intermission shot.
- Fixed timer messages playing during instant replays.
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Engine
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- VR plugins disabled again because of issues with SteamVR auto launching and using resources.
- Hack to workaround bShouldCaptureMouseOnActivate being stuck on true under certain alt+tab timings.
- Fixed perf slow down trying to draw player name with special characters in it.
- Fixed Mac issues with viewport sizing and mouse capture.
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Bots and AI
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- Fixed an issue with building paths near doors and jump pads that caused the AI to think they are smaller than they are.
- Fixed bots getting stuck on Enforcer burst fire mode.
- Bots inside spawn protection volume with visible enemy stay there and shoot spawn campers.
- Bots targeting spawn protected enemies back off until the enemy exits the spawn protection volume.
- Added 'viewbot' cheat - cycles through bots.
- Fixed AI attempting to use paths that require jumping but through which it cannot fit without crouching.
- Check for large pawn sizes when building jump and swim paths.
- Possible fix for bot rarely getting stuck on jump pad when hunting enemy.
- Fixed bots on defense grouping up too close together during initial assault on some maps in FlagRun.
- Added defense points to FR-Heist and rebuilt paths.
- AI using jump boots reassess their landing point for air control.
- Fixed a bug that caused bots intercepting enemy flag carriers to guard too far ahead of the FC's predicted path, often resulting in them camping the flag base way too early.
- Fixed team doors not generating correctly sized paths in some cases.
- Give humans priority over bots when both are touching flag simultaneously.
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Quickmatch and Ranked Match
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- Made QM search wider for other players.
- Fixed quickmatch not being joinable on party join.
- Auto bot skill adjust support in quickmatch.
- 5 minute time limit for ranked duel. Lose faster, win faster, grind faster.
- If you cancel out of a quickmatch, return to the main menu.
- Take away ranked session countdown until all players are in, clear InactivePlayerArray to avoid giving early quitters penalties.
- Award a ranked win if other player quits a duel.
- Added DM-Lea to Duel map rotation and ranked playlist.
- Added Polaris to Quickmatch CTF list.
- Added Underland, Outpost23, Unsaved, Backspace, Salt, and Batrankus to Quickmatch DM list.
- Automatic region detection for matchmaking. Only NA and EU valid at this time.
- New match start up system unified for hubs and quickmatch. Wait for desired player count to join up to 8 minutes, then start filling in with bots.
- Custom matches number of combatants option specifies max players and how many human players to wait for before starting.
- Fixed turning off bots and no longer use map optimal counts to set bot fill
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Basic Training
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- New CTF tutorial video.
- Adjusted bot counts in gamemode training matches.
- Store the tutorial mask in both the progression file and profile (for offline play)
- Added code to look at the coins collected and if the player has collected all coins assume the tutorial is unlocked.
- increased Stinger room size in Weapon Training a little bit.
- Fixed tutorial progression not working for players who had already played through training.
- Fixed no achievement appearing after completing Movement and Pickup tutorials.
- Added a reward teaser to the basic training menu.
- Auto bot skill adjust support in training matches.
- Achievement toasts for completing FlagRun and Showdown training.
- Only require movement tutorial completion to show single player on front page.
- Removed collision from the signs in the Tutorial maps.
- Added training room for the Grenade Launcher.
- Adjustments to weapon bases and entrances to be more visually understandable.
- Increased the height of the port-holes in Flak Room.
- Added "shoot from here" markers on the ground of the Shock Rifle room.
- Adjusted tutorial audio voice over levels.
- Improved Jump Boots room in the pick ups training.
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Networking
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- Removed cosmetics and taunts from login url, replicate to server using RPC.
- Line-ups use replicated properties instead of RPC for setting the clients, to make joining during a line-up more reliable.
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Player Card
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- Now have externally generated player card with information presented as web page.
- This will allow players to eventually view player cards outside the game.
- Character model/etc are pulled from the player's profile if they aren't in the same server space.
- Player cards can now be viewed in the hub even if the viewed player is in an instance.
- Fix for Player Card not displaying seasonal stats in hubs.
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UI
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- Reduced size of top menu bar.
- Changed NA and EU to North America and Europe in the menus.
- Changed "offline" to "single player" in menus.
- Added information about rewards earned in challenge match description.
- Made the single player challenges highlight when hovered/selected.
- Fixed maximize button.
- Made the panel for friends full screen so it can close properly.
- Fixed the alignment of the youtube login box.
- Removed fragcenter from menus until we can redesign it.
- Added a way for games to restrict the context menu on Chromium plugs in since in fullscreen the window switch will cause a minimize.
- Force quit player settings when matchmaking dialog comes up so that world travel won't break rendering.
- Make message prompt appear when player selects "Find a Match" while logged out.
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Misc. Gameplay
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- Track kill assists in all team game modes.
- Continued iteration on Flag Invasion PVE mode.
- Fixed changing duel spawns at start of match after they had already been rendered on the client.
- Limit how often momentum is applied to dead bodies, to address projectiles passing through a ragdoll body.
- Fix team balance to pick team with most bots if prematch join
- Actors destroyed by server as part of startup now properly propagate into client side demo recording/replays
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Instagib
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- No spawn protection.
- Respawn delay only 1 second.
- Modified spawn selection algorithm.
- Reduced volume of instagib fire sound and fixed its attenuation settings.
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Parties
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- Display warning dialog if party leaving was due to matchmaking failure.
- Close the matchmaking dialog if player leaves the party during a search.
- Try to put players on same team as their party when JIP or balancing.
- When a non-leader manually exits an instance, remove them from any parties they are in.
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Previous Version Notes