List of some known issues with this patch (v.1.1.6):
Alt-tabbing while the game is on the loading screen can freeze the game
SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
Pickups balancing still needs work, especially the EMP
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
Missiles like to crash into the ground sometimes upon deployment
List of changes/additions in this patch:
Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
Speedpad colour has been changed to green
Endurance Carkour map now fixed
Fixed collision issue on thin ramp asset, and added red X skin to specific instances
Decreased size of HUD's mine indicator
HUD speedometer now flashes red when player is targeted by a missile
Racetracks: FIC Outpost
Added snowmen and lights to the starting gate :)
Added wallride to upper route in valley area
Removed 2nd big jump, improved 1st big one
Tilted forcefield barriers so players are less likely to ride them
Gave rocks proper collision, removed unnecessary meshes
Alhatra
Huge amount of optimizations in terms of lighting and mesh LODing
Smoothed terrain in areas
Transport
Improved some areas visually. Added animation to some structures as a test
Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
Reworked left route on the main hill to be quicker and more useful
Added more signage
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
List of some known issues with this patch (v.1.1.6):
Alt-tabbing while the game is on the loading screen can freeze the game
SkyTrack: Resetting on this map isn't fully supported as the code isn't ready yet. We wanted you guys to play the track though, so we decided to put it in this patch.
Islands Track: This map is very WIP and still needs a lot of work. We're releasing it in this patch so we can gather valuable feedback from the community regarding (gameplay only)
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. The Vintek Warlander is the most unstable car, physics-wise.
Pickups balancing still needs work, especially the EMP
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Sometimes resetting the car on any map can transport you to another area of the map, changing your race placement
Missiles like to crash into the ground sometimes upon deployment
List of changes/additions in this patch:
Considerably better car physics! Rob has been busy fixing an unwanted oscillation issue as well as much improving the suspension model for all the cars. The result is more predictable driving and less frustration
TWO new racetracks! Orbital Prime SkyTrack (by Chris) and Liddo5 Islands (by Jeffrey). Both tracks are WIP
Optimizations to performance. The game should now run better overall, for all types of PC setups. The vehicle explosion now has 15% of it's previous performance impact.
Speedpad colour has been changed to green
Endurance Carkour map now fixed
Fixed collision issue on thin ramp asset, and added red X skin to specific instances
Decreased size of HUD's mine indicator
HUD speedometer now flashes red when player is targeted by a missile
Racetracks: FIC Outpost
Added snowmen and lights to the starting gate :)
Added wallride to upper route in valley area
Removed 2nd big jump, improved 1st big one
Tilted forcefield barriers so players are less likely to ride them
Gave rocks proper collision, removed unnecessary meshes
Alhatra
Huge amount of optimizations in terms of lighting and mesh LODing
Smoothed terrain in areas
Transport
Improved some areas visually. Added animation to some structures as a test
Still need to rework the tunnel changes in last version to increase difficult and interest
Yuri Industrial
Reworked left route on the main hill to be quicker and more useful
Added more signage
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
That is the Vintek tank class vehicle. Got a name for it? Remember that the mid-class is called the "Warlander"
Regarding other development, it's been rather slim on the coding side of things as my main dev partner Rob has involuntarily been unable to work much the past month. We're still making progress though.
I've been working some more on the current levels to improve them, as well as our other designer, Jeffrey. That, and getting the next few levels in the pipeline more fleshed out. Two of those levels are set on Liddo5 and the other on Norvos.
Question: Would you guys rather have a development focus on only new levels right now, or would you be happy with me dedicating some time to a nighttime version of one of the current maps, to be released next update?
Speaking of the next update, expect some big improvements to performance on Alhatra, as well as overall, due to some additional optimization of lighting and particle effects.
Also included in the patch will be a NEW music track from Full Kontakt, various level improvements and other tweaks. I can't give you a release date for the patch, but we will 100% have one before Christmas, and it will have some Christmas-y stuff in it ;)
Lastly, just a note that if you're looking for more in-depth conversation, our forum is quite active, and I've posted a few new polls on there to gather opinions on various subjects. We'd love to have you over there!
That is the Vintek tank class vehicle. Got a name for it? Remember that the mid-class is called the "Warlander"
Regarding other development, it's been rather slim on the coding side of things as my main dev partner Rob has involuntarily been unable to work much the past month. We're still making progress though.
I've been working some more on the current levels to improve them, as well as our other designer, Jeffrey. That, and getting the next few levels in the pipeline more fleshed out. Two of those levels are set on Liddo5 and the other on Norvos.
Question: Would you guys rather have a development focus on only new levels right now, or would you be happy with me dedicating some time to a nighttime version of one of the current maps, to be released next update?
Speaking of the next update, expect some big improvements to performance on Alhatra, as well as overall, due to some additional optimization of lighting and particle effects.
Also included in the patch will be a NEW music track from Full Kontakt, various level improvements and other tweaks. I can't give you a release date for the patch, but we will 100% have one before Christmas, and it will have some Christmas-y stuff in it ;)
Lastly, just a note that if you're looking for more in-depth conversation, our forum is quite active, and I've posted a few new polls on there to gather opinions on various subjects. We'd love to have you over there!
This update consists of mainly track changes, as we're trying to make what we've got thus far, look and flow better. This will help make the cars more predictable and reduce frustrations, as will our upcoming improvements to physics/handling.
NOTE: For those of you who are using the Private branch on Steam, that version still has multiplayer functionality, but will not have the latest track updates. We are still working on getting a multiplayer version ready with a bunch of fixes
Here is a list of some known issues with this patch (v.1.1.5):
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. We won't stop until GRIP's cars are a dream to drive (NOTE: The Vintek Warlander is by far the least stable car in terms of physics issues)
Some users with older PCs may experience lower performance with the last few patches. This is due to us updating our custom Unreal Engine version to 4.12, and not having the time to fully optimize yet.
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
Pickups balancing still needs work
The Vintek Warlander's rim customization currently has Cygon rims, when it shouldn't
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Some Vintek sound effects may be louder than other sounds
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void.
A list of changes to the racetracks in this patch:
Alhatra Wastes
Smoothed a lot of terrain, lowered terrain in area prior to radio tower so that there is no longer a blind hump
Improved collision in various parts of the map, most notably the large building near the starting gate
Improved various areas with new or updated structures and rock formations, as well as included a new ramp spline that allows players to perform a barrel roll/loop-di-loop
Note: Alhatra's performance has been getting worse, although we've been performing many optimizations. We're looking into this issue
Transport
Completely rebuilt an area of the track that proved frustrating for players. The corner directly after the exit of the first tunnel in forwards has now been replaced with a route that takes you higher up the hill (NOTE: this is still WIP, we will be changing the turn in the tunnel to help produce more corkscrew driving)
Improved collision in various parts of the map, and updated the collision mesh for the bridge spline
Removed troublesome obstacles in the tunnels and added more flowing ramp splines that are either there to be dodged or to encourage rolling cars onto their other side
Added various structures
Yuri Industrial
Improved first corner on the left route in reverse mode
Added flag assets as a test to see how they function/look
Added some ramp assets
FIC Outpost
Smoothed various parts of the terrain, including the entrance into the cave tunnel
Improved collision in many areas, as well as updated rock assets with proper collision
Added some habitat structures (blue buildings)
Optimized level overall
General
Optimized forcefield asset so it's less demanding on performance
Improved various AI splines and added avoidance volumes to make AI better at navigating tracks
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
This update consists of mainly track changes, as we're trying to make what we've got thus far, look and flow better. This will help make the cars more predictable and reduce frustrations, as will our upcoming improvements to physics/handling.
NOTE: For those of you who are using the Private branch on Steam, that version still has multiplayer functionality, but will not have the latest track updates. We are still working on getting a multiplayer version ready with a bunch of fixes
Here is a list of some known issues with this patch (v.1.1.5):
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. We won't stop until GRIP's cars are a dream to drive (NOTE: The Vintek Warlander is by far the least stable car in terms of physics issues)
Some users with older PCs may experience lower performance with the last few patches. This is due to us updating our custom Unreal Engine version to 4.12, and not having the time to fully optimize yet.
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
Pickups balancing still needs work
The Vintek Warlander's rim customization currently has Cygon rims, when it shouldn't
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Some Vintek sound effects may be louder than other sounds
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void.
A list of changes to the racetracks in this patch:
Alhatra Wastes
Smoothed a lot of terrain, lowered terrain in area prior to radio tower so that there is no longer a blind hump
Improved collision in various parts of the map, most notably the large building near the starting gate
Improved various areas with new or updated structures and rock formations, as well as included a new ramp spline that allows players to perform a barrel roll/loop-di-loop
Note: Alhatra's performance has been getting worse, although we've been performing many optimizations. We're looking into this issue
Transport
Completely rebuilt an area of the track that proved frustrating for players. The corner directly after the exit of the first tunnel in forwards has now been replaced with a route that takes you higher up the hill (NOTE: this is still WIP, we will be changing the turn in the tunnel to help produce more corkscrew driving)
Improved collision in various parts of the map, and updated the collision mesh for the bridge spline
Removed troublesome obstacles in the tunnels and added more flowing ramp splines that are either there to be dodged or to encourage rolling cars onto their other side
Added various structures
Yuri Industrial
Improved first corner on the left route in reverse mode
Added flag assets as a test to see how they function/look
Added some ramp assets
FIC Outpost
Smoothed various parts of the terrain, including the entrance into the cave tunnel
Improved collision in many areas, as well as updated rock assets with proper collision
Added some habitat structures (blue buildings)
Optimized level overall
General
Optimized forcefield asset so it's less demanding on performance
Improved various AI splines and added avoidance volumes to make AI better at navigating tracks
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
This fun update includes a spooky new menu, updated "Alhatra" racetrack with Halloween themes, new shields for each vehicle manufacturer, and a NEW car! The Vintek Warlander!
The Vintek Warlander:
NOTE: For those of you who are using the Private branch on Steam, that version still has multiplayer functionality, but will not have the Halloween updates. We are working on that for a release this weekend
Here is a list of some known issues with this patch:
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. We won't stop until GRIP's cars are a dream to drive
Some users with older PCs may experience lower performance with the last few patches. This is due to us updating our custom Unreal Engine version to 4.12, and not having the time to fully optimize yet. We'll be looking at this over the next month
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
Pickups balancing still needs work, as the EMP gets spammed more than we'd like it to.
Driving through a pumpkin pickup may cause a slight delay. We're looking into this
The Vintek Warlander's rim customization is broken. It actually doesn't have any custom rims yet, so the rims screen will be unavailable next patch
The Vintek shield may have an issue where it gets disabled unexpectedly
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Some Vintek sound effects may be louder than other sounds. This will be fixed next patch
Missile navigation may not work properly on occasion. we're looking into this
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void.
Alhatra Wastes: The car likes to bounce around more on this map than any other, unfortunately. Also, the map still needs some flow work, including a rebuild of the upper path to the left past the bridge in the forwards direction
A list of added stuff in this patch:
A NEW vehicle! The Vintek Warlander. This is a vintage type vehicle from a new manufacturer. It's also the first mid-class car we've put in the game, having performance and weight characteristics somewhere in between the Dreadnaught and the Dominator
A spooky menu skin complete with totally scary pumpkins
A modified version of Alhatra Wastes that has vibrant Halloween themes throughout. Look out for the bats!
New shield designs for the Cygon and Vintek manufacturers. This helps give each car brand their own identity
4 new carkour maps of varying difficulty
New "Slicks" tires available for any vehicle type
Windowed and Windowed Full Screen options are now available in the the settings menu (be sure to restart the game)
Adjusted steering sensitivity to allow for less twitchy settings
Fixed issue with vehicle rims turning red when the game uses their LODs
Various other bug fixes
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
This fun update includes a spooky new menu, updated "Alhatra" racetrack with Halloween themes, new shields for each vehicle manufacturer, and a NEW car! The Vintek Warlander!
The Vintek Warlander:
NOTE: For those of you who are using the Private branch on Steam, that version still has multiplayer functionality, but will not have the Halloween updates. We are working on that for a release this weekend
Here is a list of some known issues with this patch:
The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
Vehicle physics can be screwy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. We won't stop until GRIP's cars are a dream to drive
Some users with older PCs may experience lower performance with the last few patches. This is due to us updating our custom Unreal Engine version to 4.12, and not having the time to fully optimize yet. We'll be looking at this over the next month
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
Pickups balancing still needs work, as the EMP gets spammed more than we'd like it to.
Driving through a pumpkin pickup may cause a slight delay. We're looking into this
The Vintek Warlander's rim customization is broken. It actually doesn't have any custom rims yet, so the rims screen will be unavailable next patch
The Vintek shield may have an issue where it gets disabled unexpectedly
Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
Some Vintek sound effects may be louder than other sounds. This will be fixed next patch
Missile navigation may not work properly on occasion. we're looking into this
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void.
Alhatra Wastes: The car likes to bounce around more on this map than any other, unfortunately. Also, the map still needs some flow work, including a rebuild of the upper path to the left past the bridge in the forwards direction
A list of added stuff in this patch:
A NEW vehicle! The Vintek Warlander. This is a vintage type vehicle from a new manufacturer. It's also the first mid-class car we've put in the game, having performance and weight characteristics somewhere in between the Dreadnaught and the Dominator
A spooky menu skin complete with totally scary pumpkins
A modified version of Alhatra Wastes that has vibrant Halloween themes throughout. Look out for the bats!
New shield designs for the Cygon and Vintek manufacturers. This helps give each car brand their own identity
4 new carkour maps of varying difficulty
New "Slicks" tires available for any vehicle type
Windowed and Windowed Full Screen options are now available in the the settings menu (be sure to restart the game)
Adjusted steering sensitivity to allow for less twitchy settings
Fixed issue with vehicle rims turning red when the game uses their LODs
Various other bug fixes
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
- GRIP MULTIPLAYER testing is now available in the Private branch on Steam!! -
We're excited to have our dedicated community finally be able to play the game online with friends and strangers alike. If you're able to jump on and test the game this week, that would really help us, as we're trying to get a public version out ASAP!
This testing phase is exclusive to people who backed our website funding campaign.
(If you haven't accessed the private branch for GRIP on Steam yet, the code is "SnarSn4r5n4r". Enter it, then opt into the the private beta) This is basically a gift to our active Steam members who have been dedicated to the game but weren't able to back our website campaign. Thanks for being great fans and constantly supporting us!
The multiplayer menu has options for Find a Game, Join a Game, Create a Game and local Splitscreen. Finding a game allows you to input a preferred configuration to search for, with the game finding an event that most suits your search criteria. Joining a game requires you to know the game's specific name, which is the best way to play with friends.There are currently some issues with the game, but that's to be expected with the first iteration of multiplayer functionality.
Here is a list of known issues or features we need to add Multiplayer:
*NEW* Fatal errors: Sometimes when trying to join a game, you may get a fatal error. This had not popped up in internal testing, so apologies if it happens to you. Be sure to end the process "Music Player" in task manager if the game does crash, or you won't be able to run it again. Arena Mode: There is an issue where the player's vehicle may act very strangely, floating and sliding around. This occurs after getting destroyed, but may not be consistent or persistent, or might not happen at all.
Although bots can be enabled in multiplayer games, they may cause performance issues for players with older hardware. If you are running the game on medium or low, we suggest disabling bots when creating an online game. Be advised though, that some games you find online will have bots enabled.
Sometimes map voting is a bit bugged, in that the wrong selections will show for the game mode. This is usually fixed by changing the game mode a few times
Sometimes the info feed will say a player has joined the game when they're already connected
When spectating cars, the player name is not shown.. This will be added soon.
Cars can intersect with each other if some users have a bad net connection
Lobby chat and ingame quickchat need an anti-spam filter
When spectating in multiplayer, there is a bug where you may not hear vehicle engine sounds.
When an event is starting, the syncing time may take longer if someone with a lower-end PC is joining
Pickup balancing can be a bit distorted in multiplayer, with players being able to grab the same thing multiple times in a row. We are looking into this
Levels:
New Liddo5 map (Islands)! We totally left it in there by accident.. but hey, now we can get more feedback. It's in extremely early stages and there's not even enough spawns for 10 cars, but it's a good indication of how cool it'll be :) Enjoy it while it's still available!
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void. These will be fixed soon
Alhatra Wastes: The car likes to bounce around more on this map than any other, unfortunately. Also, the map still needs some flow work, including a rebuild of the upper path to the left past the bridge in the forwards direction
General:
The menu only has mouse support right now.We will be adding gamepad support as soon as we can
You might lose your previous vehicle customization after updating GRIP on Steam. Sorry! We'll have car customization saving in the game hopefully soon.
You may experience some bouncier or floatier vehicle physics in this build. This is due to us updating our custom Unreal build to 4.12. We'll be looking into fixing these issues inNovember
The game can sometimes freeze if player is alt-tabbing during the loading screen. Try not to alt-tab when it's loading ;)
A small amount of users with older GPUs may experience performance decreases with this patch. We've just updated our custom version of Unreal Engine to 4.12 and are still optimizing
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
We're doing our best to fix as many of these issues as possible for the next patch, which will hopefully be a public release of multiplayer!
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum
- GRIP MULTIPLAYER testing is now available in the Private branch on Steam!! -
We're excited to have our dedicated community finally be able to play the game online with friends and strangers alike. If you're able to jump on and test the game this week, that would really help us, as we're trying to get a public version out ASAP!
This testing phase is exclusive to people who backed our website funding campaign.
(If you haven't accessed the private branch for GRIP on Steam yet, the code is "SnarSn4r5n4r". Enter it, then opt into the the private beta) This is basically a gift to our active Steam members who have been dedicated to the game but weren't able to back our website campaign. Thanks for being great fans and constantly supporting us!
The multiplayer menu has options for Find a Game, Join a Game, Create a Game and local Splitscreen. Finding a game allows you to input a preferred configuration to search for, with the game finding an event that most suits your search criteria. Joining a game requires you to know the game's specific name, which is the best way to play with friends.There are currently some issues with the game, but that's to be expected with the first iteration of multiplayer functionality.
Here is a list of known issues or features we need to add Multiplayer:
*NEW* Fatal errors: Sometimes when trying to join a game, you may get a fatal error. This had not popped up in internal testing, so apologies if it happens to you. Be sure to end the process "Music Player" in task manager if the game does crash, or you won't be able to run it again. Arena Mode: There is an issue where the player's vehicle may act very strangely, floating and sliding around. This occurs after getting destroyed, but may not be consistent or persistent, or might not happen at all.
Although bots can be enabled in multiplayer games, they may cause performance issues for players with older hardware. If you are running the game on medium or low, we suggest disabling bots when creating an online game. Be advised though, that some games you find online will have bots enabled.
Sometimes map voting is a bit bugged, in that the wrong selections will show for the game mode. This is usually fixed by changing the game mode a few times
Sometimes the info feed will say a player has joined the game when they're already connected
When spectating cars, the player name is not shown.. This will be added soon.
Cars can intersect with each other if some users have a bad net connection
Lobby chat and ingame quickchat need an anti-spam filter
When spectating in multiplayer, there is a bug where you may not hear vehicle engine sounds.
When an event is starting, the syncing time may take longer if someone with a lower-end PC is joining
Pickup balancing can be a bit distorted in multiplayer, with players being able to grab the same thing multiple times in a row. We are looking into this
Levels:
New Liddo5 map (Islands)! We totally left it in there by accident.. but hey, now we can get more feedback. It's in extremely early stages and there's not even enough spawns for 10 cars, but it's a good indication of how cool it'll be :) Enjoy it while it's still available!
Transport: There are a few areas of the map where you can reset outside of the race tunnel and fall into the void. These will be fixed soon
Alhatra Wastes: The car likes to bounce around more on this map than any other, unfortunately. Also, the map still needs some flow work, including a rebuild of the upper path to the left past the bridge in the forwards direction
General:
The menu only has mouse support right now.We will be adding gamepad support as soon as we can
You might lose your previous vehicle customization after updating GRIP on Steam. Sorry! We'll have car customization saving in the game hopefully soon.
You may experience some bouncier or floatier vehicle physics in this build. This is due to us updating our custom Unreal build to 4.12. We'll be looking into fixing these issues inNovember
The game can sometimes freeze if player is alt-tabbing during the loading screen. Try not to alt-tab when it's loading ;)
A small amount of users with older GPUs may experience performance decreases with this patch. We've just updated our custom version of Unreal Engine to 4.12 and are still optimizing
For very few users the game may freeze periodically while playing. This is an issue associated with UE4, of which Epic are aware. If you experience this, some possible workarounds can be found HERE or HERE
We're doing our best to fix as many of these issues as possible for the next patch, which will hopefully be a public release of multiplayer!
If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting): http://www.cagedelement.com/forum