Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

You want to know which are the top ten selling games on Steam this week, but you also still> don’t know the capital city of Turkmenistan. What is a person to do? Well worry not, because here at Steam Charts HQ, we’ve got you covered! All the games that are in the top ten games in the Steam top ten games chart, and all the facts you need for that surprise government test!

Join us today as we laugh and> learn. (more…)

Z1 Battle Royale - Greg
Our weekend update to the Test Server is here! In addition to a number of bug fixes, we’re opening team games (Duos and Fives) for the weekend.

General Updates:
  • The dot indicating your position on the map has been replaced by an animated icon so that it’s easier to quickly spot when you bring up the map.
  • Slightly lowered the probability that a match will end in a city.
  • Frag Grenades and Molotov Cocktails visual and audio effects now play at 300 meters (increased from 65 meters). Combat Update Bug Fixes:
  • Fixed an issue that caused the Airdrop audio to occasionally not play.
  • First person throwing preview arc is far more precise to the trajectory of the throw.
  • You can no longer enter a vehicle while throwing, which caused numerous issues.
  • Scope now displays properly when zooming in while jumping.
  • Fixed a camera jitter that could occur when interacting while aiming down sights.
  • Camera should no longer bobble up and down when using the classic camera and fists out.
  • Fixed a delay that occurred when zooming in with the binoculars for the first time.
  • End screens now properly display when a player wins with their inventory open.
  • Letting the match timer end will no longer cause end screens to not appear.
  • ATV mud splash effects have been cleaned up.
  • Dead teammate map locations no longer show up.
  • Fixed a few crashes that were occurring on the last build.
Live Bug Fixes (Fixed in this build, will go Live with the Combat Update):
  • Incoming shots should no longer occasionally be silent.
  • Explosive damage should now be applied much more consistently despite objects (that do not provide complete cover) being in the way.
  • Improved the performance issues that could briefly occur when opening the Inventory.
  • Recently Played With’ UI now populates properly.
  • Wooden arrows now cause bleeding.
Known Issues in this build:
  • Voice chat does not work in the group lobby on the Main Menu. Works in-game though.
Z1 Battle Royale - Halo117
Our weekend update to the Test Server is here! In addition to a number of bug fixes, we’re opening team games (Duos and Fives) for the weekend.

General Updates:
  • The dot indicating your position on the map has been replaced by an animated icon so that it’s easier to quickly spot when you bring up the map.
  • Slightly lowered the probability that a match will end in a city.
  • Frag Grenades and Molotov Cocktails visual and audio effects now play at 300 meters (increased from 65 meters). Combat Update Bug Fixes:
  • Fixed an issue that caused the Airdrop audio to occasionally not play.
  • First person throwing preview arc is far more precise to the trajectory of the throw.
  • You can no longer enter a vehicle while throwing, which caused numerous issues.
  • Scope now displays properly when zooming in while jumping.
  • Fixed a camera jitter that could occur when interacting while aiming down sights.
  • Camera should no longer bobble up and down when using the classic camera and fists out.
  • Fixed a delay that occurred when zooming in with the binoculars for the first time.
  • End screens now properly display when a player wins with their inventory open.
  • Letting the match timer end will no longer cause end screens to not appear.
  • ATV mud splash effects have been cleaned up.
  • Dead teammate map locations no longer show up.
  • Fixed a few crashes that were occurring on the last build.
Live Bug Fixes (Fixed in this build, will go Live with the Combat Update):
  • Incoming shots should no longer occasionally be silent.
  • Explosive damage should now be applied much more consistently despite objects (that do not provide complete cover) being in the way.
  • Improved the performance issues that could briefly occur when opening the Inventory.
  • Recently Played With’ UI now populates properly.
  • Wooden arrows now cause bleeding.
Known Issues in this build:
  • Voice chat does not work in the group lobby on the Main Menu. Works in-game though.
Z1 Battle Royale

My return to Daybreak's Early Access survival sandbox Just Survive (formerly H1Z1) wasn't exactly a triumph. As I ran around the playable portion of the new map, Badwater Canyon, I kept seeing notifications that one particular player was killing other players with a bow and arrow. A few moments later, I spotted someone firing a bow from behind cover. His back was to me, so I heroically snuck up behind him (heroes do that) and killed him (hero!) with a machete. Only when he was dead did I notice it was the wrong player. Whoops!

What was the player I killed shooting at? A bear. A bear that then chased me into an enormous crowd of zombies, which then chased me to a stronghold, where I ran into some defensive spikes and promptly died. Not quite the glorious victory I was shooting for, but representative of how I'd really fare in the post-apocalypse.

Speaking of Just Survive's new strongholds: while there are a few benefits to the new system I think they're ultimately a turn in the wrong direction for Just Survive, which is undergoing a hefty revamp. Rather than the building system that previously allowed players to construct homes and forts anywhere they like on the map, the new strongholds can only be built on certain plots that are purchasable with in-game currency earned by selling items to the NPC military base.

There are reasons for the switch: when I talked to Just Survive's creative director Ben Jones last week, he said that having a map littered with hundreds of little player-made homes can lead to performance problems on busy servers. Daybreak is introducing timed raids, which sounds cool: enemy players won't have all day and night to completely destroy your base while you're offline. Having specific building areas will also presumably prevent base-griefing—players building unfairly in spots that cause problems for other players (for example in Rust, when someone builds walls around a sleeping player or places spikes on a spawn point).

Keeping in mind Just Survive is in Early Access, and this new stronghold system has just been added publicly to an unfinished map and will certainly undergo changes in the future, it still feels like the negative aspects of the new stronghold system outweigh the potential positive ones.

Being able to pick your own spot on a map and build a fort there, rather than having to choose from a pre-selected spot, is important to feeling like you're carving out a bit of wilderness for yourself. In Ark: Survival Evolved, I built a small shack next to a lake frequented by beavers and surrounded by cliffs. I eventually closed off all the routes to the lake with walls and defenses. I slowly expanded outward from my original hut, and I even built a few things on the surrounding peaks. As a result it felt like I'd really put a personal stamp on the area beyond just coloring inside the lines. If I'd been confined to a set square of foundation instead of having my choice of where to build it wouldn't have been as enjoyable an experience.

I'm also a little concerned about high-population servers filling up available stronghold plots quickly. In my seven hours of play on three different servers I wasn't able to find a vacant plot.

Designated areas for building may help players quickly determine which are the most valuable plots, and thus give rise to some monumental conflicts to control them—but that happens organically anyway. Ark's various maps always wind up with a few highly desired and contested locations without the developers specifying them in advance. Players learn maps inside and out, build all over the place, and eventually discover the key spots in terms of strategy and resource availability. That's part of the fun. And, if you're late to the party and the server is already populated by bases, you can always still hunt around for a nook to call your own.

I'm also a little concerned about high-population servers filling up available stronghold plots quickly. Currently there's only one area of the map available, and while it has dozens of potential stronghold spots, in my seven hours of play on three different servers I wasn't able to find a vacant plot. The areas near the military base were all claimed—most of them already had strongholds on them—and deeper excursions into the map weren't fruitful either. Given more visits to low-pop servers I'm sure I would eventually find a vacant plot—and of course more will be added in the future—but it still felt discouraging.

I'm not sure how strongholds fit into PvE at all. Without the threat of other players, the idea of not being able to build wherever you want really takes away from the idea of conquering the environment, and without raids there doesn't feel like much of a need for the stronghold system at all. Maybe this will change when the plans for quests and missions given by the military arrive.

Finally, my general thoughts on base-building—not only in Just Survive but in just about all survival games—are still the same ones I had the last time I wrote about Miscreated. Bases, more often than not, just wind up looking like giant drab brown wooden boxes built on a square foundation, with square walls, squarely. You spend all that time and effort and wind up living in a house that looks like a damn shipping crate.

This is just my pipe-dream, but the idea of conquering a post-apocalyptic world would feel more fitting if you could claim an existing building—a house, a store, an office building—and build onto it. Not just boarding up windows but really repairing and reinforcing it. It would certainly feel more realistic and be more aesthetically pleasing than building a boxy crate castle, and a town, even a small one, feels like real estate worth fighting over.

Z1 Battle Royale - Greg


Test Update 8/16 - The servers came down at 10am PT and will remain down for approximately 3 hours.

The team is still hard at work on fine-tuning the Combat Update so that we can get it ready for Live servers. While it is not our goal to make knee-jerk reactions; we will continue to tune and iterate until we get it just right. Please continue to send your feedback; it’s been massively helpful to the process.

The Arena

There is a fresh update to The Arena in this build. In addition to a lot of general art polish, nearly 500 issues were fixed, ranging from clipping items to spots where players could get stuck. We are aware of certain machine specifications having slightly decreased performance on this the latest version of The Arena and are looking into that as a top priority.

Tuning Changes:

AK-47
  • Slightly increased bullet drop
  • Reduced projectile speed to 650 (from 700)
AR-15
  • Slightly increased bullet drop
  • Reduced projectile speed to 875 (from 1000)
  • Increased cone of fire recovery rate allowing the first shot to recover faster. Two-tap feel should be more comparable to current Live behavior than before.
Hellfire 4-6
  • Slightly Increased bullet drop
    Magnum
  • Headshots (against players without a helmet equipped) are now one-shot kills
Vehicles
  • Raised the spawn caps for off-roader, pickup truck, and police car by 17%. This is to make sure that the new POIs are properly populated with drivable vehicles.
  • Balanced the spawn distribution for ATVs so that they can be found more consistently across the map.
Voice Chat Improvements
  • Speaker indicators on the HUD now include player tier and identify group members
  • Muting and unmuting players can now be done by looking at a player and pressing Control+T (this can be rebound in Settings->Keybindings).
  • Muted players are now shown in the voice speakers list, but with a ‘muted’ icon and do not contribute to voice ducking.
Combat Update Bug Fixes
  • Throwable weapons now all have consistent throwing ranges
  • Weapons are no longer missing their shooting animations for firing while crawling
  • Entering the menu while in third person ADS will no longer lock aim-point (previously fixed opening the map causing this)
  • Inventory capacity is now properly displayed when a player has no items equipped that increase capacity.
  • Driver shadows are no longer rendered over the vehicle shadow.
  • Other players tracers can now be seen even if they weren’t in sight (as long as the shot comes into view).
  • Several crashes have been fixed.
Live Bug Fixes
  • More improvements and fixes for silent footsteps. Found three material types that weren’t playing the correct shoe sound, and also identified and fixed a bug that could cause footsteps to sound muffled from certain angles. Please let us know if you experience this issue!
  • The gas ring will no longer expand or change unexpectedly during the last gas phase


Z1 Battle Royale - Halo117


Test Update 8/16 - The servers came down at 10am PT and will remain down for approximately 3 hours.

The team is still hard at work on fine-tuning the Combat Update so that we can get it ready for Live servers. While it is not our goal to make knee-jerk reactions; we will continue to tune and iterate until we get it just right. Please continue to send your feedback; it’s been massively helpful to the process.

The Arena

There is a fresh update to The Arena in this build. In addition to a lot of general art polish, nearly 500 issues were fixed, ranging from clipping items to spots where players could get stuck. We are aware of certain machine specifications having slightly decreased performance on this the latest version of The Arena and are looking into that as a top priority.

Tuning Changes:

AK-47
  • Slightly increased bullet drop
  • Reduced projectile speed to 650 (from 700)
AR-15
  • Slightly increased bullet drop
  • Reduced projectile speed to 875 (from 1000)
  • Increased cone of fire recovery rate allowing the first shot to recover faster. Two-tap feel should be more comparable to current Live behavior than before.
Hellfire 4-6
  • Slightly Increased bullet drop
    Magnum
  • Headshots (against players without a helmet equipped) are now one-shot kills
Vehicles
  • Raised the spawn caps for off-roader, pickup truck, and police car by 17%. This is to make sure that the new POIs are properly populated with drivable vehicles.
  • Balanced the spawn distribution for ATVs so that they can be found more consistently across the map.
Voice Chat Improvements
  • Speaker indicators on the HUD now include player tier and identify group members
  • Muting and unmuting players can now be done by looking at a player and pressing Control+T (this can be rebound in Settings->Keybindings).
  • Muted players are now shown in the voice speakers list, but with a ‘muted’ icon and do not contribute to voice ducking.
Combat Update Bug Fixes
  • Throwable weapons now all have consistent throwing ranges
  • Weapons are no longer missing their shooting animations for firing while crawling
  • Entering the menu while in third person ADS will no longer lock aim-point (previously fixed opening the map causing this)
  • Inventory capacity is now properly displayed when a player has no items equipped that increase capacity.
  • Driver shadows are no longer rendered over the vehicle shadow.
  • Other players tracers can now be seen even if they weren’t in sight (as long as the shot comes into view).
  • Several crashes have been fixed.
Live Bug Fixes
  • More improvements and fixes for silent footsteps. Found three material types that weren’t playing the correct shoe sound, and also identified and fixed a bug that could cause footsteps to sound muffled from certain angles. Please let us know if you experience this issue!
  • The gas ring will no longer expand or change unexpectedly during the last gas phase


Just Survive - contact@rockpapershotgun.com (Alice O'Connor)

Survival sandbox H1Z1: Just Survive [official site] today receives a big update but also loses its name. The update will bring a new level, a new base-building system, a revamp of weapons and melee combat, and more. At the same time, H1Z1: Just Survive is now named simply Just Survive. Developers Daybreak Game Company don’t state a sensible reason for the rebranding but I’d guess they’re trying to avoid people confusing it with H1Z1: King of the Kill, the massively popular Battle Royale ’em up spin-off designed by the creator of Playerunknown’s Battlegrounds. (more…)

Z1 Battle Royale - Greg
Hey folks,

We just brought the Test servers down to publish a first round of changes/fixes at 10am (Pacific) this morning. We expect to have them back up within 2 hours (Noon Pacific/19:00 UTC). Once they're up, NA, EU and APAC Test servers will remain up 24/7.

SOLOs will still be the only mode of play. However, we intend to begin unlocking team modes later this week. We also plan to perform several publishes to Test this week, so please check back frequently and continue providing feedback.
Below is the high-level list of changes included with this morning's publish:

Tuning & quality of life updates:
  • Magnum damage has been decreased slightly, and the minimum cone of fire and cone of fire bloom has been increased.
  • Hellfire 4-6 damage has been decreased slightly, and the minimum cone of fire has been increased.
  • The sun color and time of day have been adjusted to more closely match the previous lighting of the Arena in response to feedback.
  • Materials now have less glare at low settings.
  • Added emissive textures and detail normals to the AK-47 and the AR-15 to increase visual fidelity in first person.
  • Changed the text option for the Tracer options in Gameplay Settings from
  • “Show Local” to “Show Yours” for clarity.
  • Updated the AR-15s base textures to read more consistently with various skins.

Bug fixes:
  • Tracer settings will no longer render thrown grenades invisible at certain settings.
  • Entering the menu or map while in third-person ADS no longer locks aim-point.
  • Camera no longer snaps away when entering free look from ADS.
  • Throwable weapons can now be thrown in all directions that an ATV or Truck passenger can look.
  • Throwable weapons no longer go straight down when thrown from any vehicle.
  • Removed the R380 category from weapon customization and moved Hellfire 4-6 category to in-between the shotgun and hunting rifle categories.
  • “Take a short time to celebrate” no longer appears at the end of a match, and the winner screen appears immediately upon victory.
  • Error text no longer briefly displays on the end-screen.
  • Fixed a number of crashes.
Z1 Battle Royale - Halo117
Hey folks,

We just brought the Test servers down to publish a first round of changes/fixes at 10am (Pacific) this morning. We expect to have them back up within 2 hours (Noon Pacific/19:00 UTC). Once they're up, NA, EU and APAC Test servers will remain up 24/7.

SOLOs will still be the only mode of play. However, we intend to begin unlocking team modes later this week. We also plan to perform several publishes to Test this week, so please check back frequently and continue providing feedback.
Below is the high-level list of changes included with this morning's publish:

Tuning & quality of life updates:
  • Magnum damage has been decreased slightly, and the minimum cone of fire and cone of fire bloom has been increased.
  • Hellfire 4-6 damage has been decreased slightly, and the minimum cone of fire has been increased.
  • The sun color and time of day have been adjusted to more closely match the previous lighting of the Arena in response to feedback.
  • Materials now have less glare at low settings.
  • Added emissive textures and detail normals to the AK-47 and the AR-15 to increase visual fidelity in first person.
  • Changed the text option for the Tracer options in Gameplay Settings from
  • “Show Local” to “Show Yours” for clarity.
  • Updated the AR-15s base textures to read more consistently with various skins.

Bug fixes:
  • Tracer settings will no longer render thrown grenades invisible at certain settings.
  • Entering the menu or map while in third-person ADS no longer locks aim-point.
  • Camera no longer snaps away when entering free look from ADS.
  • Throwable weapons can now be thrown in all directions that an ATV or Truck passenger can look.
  • Throwable weapons no longer go straight down when thrown from any vehicle.
  • Removed the R380 category from weapon customization and moved Hellfire 4-6 category to in-between the shotgun and hunting rifle categories.
  • “Take a short time to celebrate” no longer appears at the end of a match, and the winner screen appears immediately upon victory.
  • Error text no longer briefly displays on the end-screen.
  • Fixed a number of crashes.
Z1 Battle Royale - Greg


Listed below are the patch notes for the first iteration of the Combat Update on the Test Server. For additional context and information on the update content, check out the Producer's Letter!

Please note – this is the Test Server; we are here for your feedback and to iterate and fix bugs. This means that all features and tuning values are subject to change. Some features may be removed entirely before the build hits the Live servers. Also note that Duos, Fives, Combat Practice, and Skirmish will be temporarily locked as this build first lands on Test Server – we want everyone hopping into Solos so that we can get full games for the best possible experience.

Gunplay & Gameplay Improvements

Weapons have all been re-tuned and improved so that they behave and feel more like their real-world counterparts and have a distinct and important role in the game. Overall, bullets now move at a more believable speed and with a flatter trajectory; though bullets still begin to drop over long distances. Rifle rounds fly fastest and flattest while pistol rounds hit hard up close but lose power over distance.
  • A new reticle has been added that blooms as recoil increases. Aiming down sights will bring the reticle down to a smaller size to demonstrate accuracy, while holding down fire of an automatic weapon will show how recoil increases over time. The old reticle can be used via the “Reticle Style” option in Settings.
  • New hitmarkers have been added to the shotgun to show how many of the pellets landed.
  • Shots now leave a light trail behind them so that you can see the bullet trajectory. This can also be disabled in Settings.
  • The bleed mechanic has been simplified so that there are now three bleeding states (previously, there were five). The UI is now consistent with the system, showing three blood icons to indicate Minor, Moderate, and Major bleeding. It’ll take one bandage to heal each bleed marker or a First Aid Kit to heal all three.
  • Throwables no longer have to “reload” before they can be thrown. Hold aim (default: right mouse button) to see an Aim Arc to line up your throw, or tap left-click for a quick throw.
  • Movement controls have been fine-tuned to be more responsive and better connected to the in-game actions of your character. Running, turning, throwing, and strafing animations have all been improved.
  • You can now move while looting.

Weapons Improvements

New Weapon: Hellfire 4-6 Submachine Gun
  • Lightweight, close-quarters specialist
  • Fully automatic, fires its 30-round magazine in approximately two seconds.
  • The R380 has been removed from the game. Its skin will be made available for the M1911.
  • AR-15 and AK-47 have been rebuilt with new models, improved animations and better muzzle effects. Other guns will be improved similarly in the future.
  • All weapons have had recoil, cone of fire, and reset time tuned to improve overall feel as well as help reinforce their intended ranges.
  • Explosive arrows now do more damage against vehicles.
  • Gas grenade damage no longer stacks.

Weapons Tuning

AR-15

Role: Long-range versatile - low recoil and high accuracy.
Damage per shot: 22.5 (decreased from 25)
Headshot modifier: x4.5
Projectile speed: 1000 meters per second (up from 375)
Bleed applied per shot: 1
Fire Rate: Semi-automatic
Notes: Recoil now includes vertical movement

AK-47

Role: Mid-range versatile – high recoil and high damage.
Damage per shot: 30
Headshot modifier: x4
Projectile speed: 700 meters per second (up from 375)
Bleed applied per shot: 2
Fire Rate: Automatic

Hellfire 4-6

Role: Close-range versatile – highest fire rate
Damage per shot: 17.5
Headshot modifier: x4
Projectile speed: 500 meters per second
Bleed applied per shot: 1
Fire Rate: Automatic

Shotgun

Role: Close-range specialist – capable of one-shot kills
Damage per pellet: 12 pellets fired, doing 4.0 - 9.1 damage each, depending on distance.
Headshot modifier: Between x1.0 and x2.7, depending on distance.
Projectile speed: 250 meters per second
Bleed applied per pellet: ¼ (per pellet)
Fire Rate: Pump action
Note: Shotgun damage decreases over distance. It will inflict max damage at point blank and begin to decrease beyond 8 meters. It will inflict minimum damage at ranges of 14 meters and above.

.308 Hunting Rifle

Role: Long-range specialist – capable of one-shot kills
Damage per shot: 65
Headshot modifier: x4
Projectile speed: 1000 meters per second (up from 659)
Bleed applied per shot: 3
Fire Rate: Bolt action
Notes: Scope sway & hold breath mechanics have been removed. Bypasses the 50% bleed reduction that body armor provides. Also increased zoom from 4x to 8x.

Magnum

Role: Powerful pistol - packs a huge punch
Damage per shot: 51 (increased from 30)
Headshot modifier: x2
Projectile speed: 350 meters per second (down from 375)
Bleed applied per shot: 2
Fire rate: Semi-automatic, slowest pistol
Notes: Bypasses the 50% bleed reduction that body armor provides.

M1911

Role: Versatile pistol - good in many situations
Damage per shot: 27.5 (increased from 25)
Headshot modifier: x4
Projectile speed: 300 meters per second (down from 375)
Bleed applied per shot: 1
Fire rate: Semi-automatic
Notes: Increased magazine size to 10 rounds, up from 7.

M9

Role: Run and gun pistol - large magazine and low recoil
Damage per shot: 18
Headshot modifier: x5
Projectile speed: 400 meters per second (up from 375)
Bleed applied per shot: 1
Fire rate: Semi-automatic, fastest pistol
Notes: Increased magazine size to 17 rounds, up from 15.

New Camera Options
Two new camera options have been added to the game; Dynamic and Static. These are both over-the-shoulder cameras that give you a much clearer connection to your character and line of sight to your target. Static will be the default option, and you can choose between the two new cameras, and the classic live camera, in Settings.
  • The Dynamic camera will pull in tight in buildings for a better view of interior spaces and will move back to when running forward to provide a better view of your character. It will also shift over a bit to the side when aiming down sights to give you the clearest possible view of your target.
  • The Static camera is also side-shifted like the Dynamic camera but does not move at all.
  • With both the Static and Dynamic cameras, you can swap which shoulder the camera is on during gameplay, default key: left control.

Gameplay UI Improvements
  • There is now a rotating compass centered at the top of the screen that is much easier to use than the previous directional indicators, which have been removed. This is the first implementation of the Compass. More features will be added to it soon, like your Map Grid coordinates.
  • Exact locations of players and their teammates are now shown on the map. The red box that indicates the grid location has been removed.
  • Players and their teammates can now place a marker on the map by clicking on it. Use this to call out destinations or targets for your teammates!
  • Multiple players can now simultaneously interact with lootable containers such as player loot bags and vehicle inventory.
  • Loot bags can now be looted from proximity by opening Inventory while standing next to them.
  • Medical items and throwable items now stack in the loadout slot instead of having 1 item in the loadout and the rest stacked in the inventory.
  • Shift-dragging a stack of items now defaults to half of the stack.
  • Overall inventory performance should be improved. Proximity items should update faster, dragging items from slot to slot should be crisper, and large stacks of items should no longer cause performance issues.
  • The diagnostic HUD is now enabled by default. This is massively helpful when it’s turned on when we are sent videos of lag, desync, etc. It can still be disabled (default: N) however we ask that if you are streaming or recording to leave this on to help us identify issues when videos are sent our way.

Vehicles
  • All passengers can now use the vehicle inventory, even while it’s in motion
  • ATVs no longer require a key or hotwiring to start
  • ATVs no longer spawn with keys or biofuel
  • Doubled the number of ATVs that spawn in The Arena
  • Improved the vehicle flip function to prevent “overflip” and be much more consistent
  • Vehicles will no longer give the “cannot exit” message when parked in tight spaces like garages. Instead, the player will exit the car from the nearest available door.
  • We’ve adjusted the Pickup Truck to be a bit less bouncy when going over rough terrain to help compensate for the additional top speed that was added last patch.
  • Cruise Control is now in the Keybindings menu and can be rebound.

Footwear
We’ve done a tuning pass on all footwear in the game to make sure they have distinct and useful roles depending on the situation. Shoes found in the world will auto-equip if a lesser type of shoe is currently equipped, and can now be salvaged into useful crafting materials. Details below.

Quiet Shoes
  • Found: Starting item
  • Footstep volume: lowest
  • Can now be shredded for 2 scraps of cloth
  • 5% sprint speed bonus (increased from 2%)
  • 25% falling damage reduction (increased from 5%)
  • 30 inventory space
Sturdy Shoes

  • Found: Looted from the world
  • Footstep volume: highest
  • Can now be salvaged for 2 composite fabric
  • 12% sprint speed bonus (increased from 7%)
  • 90% falling damage reduction (increased from 65%)
  • 200 inventory space
Fast Shoes

  • Found: Looted from the world
  • Footstep volume: moderate
  • Can now be salvaged for 2 composite fabric
  • 16% sprint speed bonus
  • 15% falling damage reduction
  • 200 inventory space
Barefoot
  • Found: Only used if player removes footwear
  • Footstep volume: light
  • No bonuses to speed or falling damage

The Arena
New Points of Interest
  • Harris County Fairgrounds in E5 – these abandoned fairgrounds feature a quick-changing mix of long to short range combat.
  • CWP Water Treatment Authority in C6 – this spot offers good protection and visibility of the surrounding area, making it a great spot to dig in and fortify.
  • East Valley Shopping Center in I7 – large shopping center that offers loot to be grabbed on the move.
  • CWP Utilities Compound 62 in F4 – an electrical utility area which has been fortified and used as a hold-out by survivors during The Outbreak, offering cover and a great view of the surrounding area.
  • Sunny Pines in G3 – the former trailer park has expanded to a community of trailers, houses, warehouses, and a church spreads across the hills.
World Improvements
  • Added Leaderboards back into Fort Destiny
  • Reduced the number of explosive barrels that spawn in the world
  • Reduced explosive barrel damage so that single explosions will no longer kill full health players
  • Adjusted the spawn logic so that multiple explosive barrels will not spawn next to each other
  • Increased the time to reach the safe zone for the first two gas phases
  • Old rocks have been removed and replaced with new, varied rock formations. These new rocks have more accurate collision for more precise combat gameplay.
  • Tents now flatten when shot
  • Blue mail boxes, newspaper boxes, cement trash cans, fire hydrants, woodpiles, and playground slides are all now destructible
  • Updated road, tree, bush, and ground visuals to look more realistic and visually appealing
  • Updated lighting and ambient occlusion to give the world better visual quality
  • In Training, weapons and ammo will respawn if they have been partially looted (e.g. only the ammo boxes were looted, but not the weapon).

Bug Fixes
  • Players should no longer be killed by the environment when parachuting on or near vehicles
  • Players should no longer fall out of their parachute
  • Players should no longer experience loading screens after exiting a vehicle
  • Fixed two issues that could cause footsteps to be incorrectly muffled or silent. We’re still looking into other potential causes of this bug; please let us know if you encounter it.
  • Fixed a rare issue that could cause players to be killed by the gas before the first gas phase
  • The second to last kill in team games should always count towards the kill score
  • Fixed a crash that could occur when loading into a fives match with teammates from the previous game
  • End screens should properly show even if the last players teammates all disconnected
  • Machetes and axes now properly break glass
  • Gas grenades no longer cause biofuel to explode
  • Stun grenades now have a sound effect when picked up
  • Armor icon will now show up properly after looting armor from proximity
  • Group Tier text is once again present for Royalty One players on the end screens
  • Group Tier now specifies Duos or Fives depending on the game mode
  • The last player on a team will no longer briefly see the option to Spectate after dying
  • Menu items should no longer disappear after backing out from the Top 10 screen
  • Dying while interacting with a loot bag will no longer prevent other players from looting it
  • Various text and Steam inventory bug fixes
  • Fixed many clipping, floating, and other miscellaneous issues in The Arena.

Known Issues
There are a number of known issues in this build which we are fixing before anything goes Live. These are our highest priority to fix as quickly as possible and will get the fixes up to Test as they are verified internally.
  • Occasionally, thrown grenades will disappear after leaving the players hand – if you encounter this and are able to reproduce the issue, please let us know! We’re looking into this as a top priority.
  • We’re still doing a lot of tuning on corner-fire for the over the shoulder cameras. Please send over any issues you encounter so that we can make sure they’re included in our iterations.
  • Fort Destiny leaderboards are not fully functioning yet and may not be ready for the Live update.
  • Occasionally, the airdrop plane is missing its audio
  • End Screen UI does not appear if the player wins with their Inventory open
  • Remote Bullet trails are not visible from certain angles
  • Bullet trails are not always perfectly aligned with projectile path
  • Bullet trails may go through the targets body and come back through a second time
  • Bullet trails visually stop short of impact
  • Bullet trails originate from behind the remote player when aiming down
  • Remote bullet trails can’t be seen unless the remote player and projectile are in view
  • There are a few exploits that allow certain animations to be skipped
  • Certain objects and angles may show the shot-block icon when the shot is not actually blocked.
  • Entering the menu or map while in third person aim down sights can lock aim-point
  • Camera moves slightly to the right when strafing and quickly moving the camera to the left in first person with the shotgun and crossbow.
  • Scoped weapons do not aim precisely at the reticle when zooming in while a passenger in a vehicle
  • Spamming ADS will slightly move the camera to the right over time
  • Using ADS with scoped weapons briefly shows the player hand
  • Using ADS with scoped weapons briefly shows a black box at the top of the scope
  • Players will briefly change walking directions while aiming down sights while strafing.
  • Animated skins can be slightly seen through smoke
  • The SMG is missing its empty clip audio
  • SMG reload audio is louder than other weapons
  • Sound effect is missing when punching other players
  • Royalty icon is missing on the leaderboards
  • The animation for the knocking animation lags
  • In-game sound effects can occasionally be heard while on the main menu
  • Notifications to alert you that changing a keybinding will clear another are missing.
  • Rifle firing animations repeat while crouching and aiming down sights
    AR-15 is pulled off the screen when transitioning from ADS to sprint in first person
  • Reload animation does not occur after an auto-reload and switching to an empty weapon of the same type
  • Pressing auto-run while prone causes the character to start standing then go back to prone
  • When prone, the rifle is visually pointing lower than expected (it still aims correctly, visual issue only).
  • Throwing multiple grenades (of any type) using offset cameras can cause the pin to float near the character
  • Left hand is positioned incorrectly on the AK-47 and AR-15
  • Weapons can appear invisible after switching seats in a vehicle then switching camera types
  • In first person, weapons bounce after the player lands from a jump
  • Visually, recoil when strafing can appear to be less than when standing still.
  • Vehicles aren’t properly despawning when they blow up inside of buildings.
  • Error text may briefly display on End Screen panels before being replaced by the correct text.
  • Zooming in with the binoculars for the first time after switching to them is slightly delayed
...