Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy All!
We have an exciting new Experimental Build for y'all this week, kicking off another Update Cycle. The focus of this cycle is Magnified Optics, something that's been lacking in h3 for a long time (for a host of reasons). Thanks to a collaborator of ours, Ole, we have some huge improvements.
New Magnified Optics System Features:
Enables correct magnification and field of view for all scopes; Allows for true 1x scopes
Enables correct reticles with accurate holds and drop compensation
Correct Front Focal Plane (FFP) vs Second Focal Plane (SFP) behavior
Approximately physically accurate exit pupil/"eyebox" behavior and eye relief, with optional settings for easier usage
Allows for 2-eye aiming (ie. ACOG's "Bindon aiming concept" for finding targets at high magnification, or red-dot like behavior with 1x scopes)
Accurate zeroing using real world units, with moving turrets when applicable
Adjustable illumination and reticle color with moving turrets when applicable, swappable reticles
Ability to look through both ends of scopes (though probably not 100% optically correct lol)
Ability to simulate odd scope behaviors to better emulate certain scopes (lens distortion, chromatic aberration, FOV tunneling, exit pupil offset)
Is fully Data driven, deriving behavior from the accurate 3d model of the scope and known specs
Animated physical components on scope models when certain parameters change
Brand new clean interface that's more legible in all environments
We'd love it if those of you into distance shooting could jump over to the Experimental build and give these a shot! They are present in the Item Spawner (but will not appear in Take & Hold), and we're really curious how these work for folks, and what their performance characteristics are compared to the existing scopes.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
We're finally back onto the Main Branch again with a full release. This week's devlog covers not just the new toys (PKM!!!!! and AVT-40), but the WONDERFUL H3 community Meetup we did in Vegas last week. Many thanks to all of you who made the trip out. The response exceeded my expectations, especially on such short notice. We'll deffo try to do another of these in the future.
NOTE TO MODDERS: We have removed the 'priormainversion' beta branch and replaced it with explicit beta branch options for Update 110 and 111, if you're still waiting for mods you use to be fully updated.
Anywho, hope y'all enjoy and we'll be back as always next week with the beginning of our next experimental cycle!
Peace, Anton
Full Changelog - Update 112
Additions:
Added New Firearm: PKM (7.62x54mmR) with 200 rnd Belt Box
Added New Firearm: AVT-40 (7.62x54mmR) With 15rnd Magazine and 20rnd Drum
Added New Firearm: DMR15 [5.56x45mm]
Added New Firearm: FP15 [5.56x45mm]
Added New Firearm: MP15 [5.56x45mm]
Added New Firearm: PDC15 [5.56x45mm]
Added New Firearm: PEN15 [5.56x45mm]
Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
Added New Attachment: ARM Rear Sight
Added New Attachment: MT Rear Sight
Added New Attachment: AM4 Suppressor
Added New Attachment: Canadian Carry Handle Sight
Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
Added New Attachment Set: MPLokVert Foregrip in Black & FDE
Added New Attachment Set: KAGLok Handstop in Black & FDE
Added New Attachment Set: Knight Ironsight 300 in Black & FDE
Added New Attachment Set: Knight Ironsight 600 in Black & FDE
Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
Added New Attachment Set: MP Iron Sights in FDE
Added New Attachment Set: TFolding Iron Sights
Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.
Added New Functionality to Sosig Nades relating to sound, visual effects
Added New SubCategory to Item Spawner: Sosig Grenades
Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on
Changes:
Pen15 now spawns with a Picatinny Optic in Take & Hold
ItemSpawner Manifest Updated to contain objects added through U112 Cycle
Replaced Assets for MP Iron Sights in Black
Replaced Assets for A2 Iron Sights in Black
[TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
[Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
[Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
[TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
Changed texture on Toxic Squarrel
Changed explosion behavior on TurboBangsnap
Optimized some explosion damage sampling intersection logic.
Replaced the 5 Primary Sosig Grenades with better more interactive models
Improved Audio Legibility of Sosig Grenades being used against player
Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds
Fixes:
Fixed missing base class update call in Flaregun.cs
Fixed missing base class Awake calls in CarlGustav, Girandoni, GrappleGun, MeatNailer and RemoteMissileLauncher classes
Fixed missing base class configuration call for FVRFirearmAttachment
Fixed 2x50mm rail projectile
Fixed MX410 Item Spawner categorization
Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
Fixed Missing Panzerfaust 3 entry
Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
Fixed missing Itemspawner reference on Angled MLok foregrips
Fixed missing flipping behavior on MP Ironsights
IPSICK2011 Breach rotation when open increased to improve ejection
Fixed E79 scopes not being able to be picked up
Fixed .32 ACP Tracer round shell being invisible
Fixed Rail Tater not being able to be sling-locked
Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
Fixed missing sound events on Mp5SD and Mp5k sets
Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
Added some better error-case handling in Sosig Grenade code
Fixed metadata on all recently added MLok attachments
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have another small update for y'all this week to wrap up work on the game's Smoke systems. Hope y'all have a wonderful week!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 112 Alpha 4
Additions:
Added New Functionality to Sosig Nades relating to sound, visual effects
Added New SubCategory to Item Spawner: Sosig Grenades
Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on
Changes:
Replaced the 5 Primary Sosig Grenades with better more interactive models
Improved Audio Legibility of Sosig Grenades being used against player
Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds
Fixes:
Fixed missing sound events on Mp5SD and Mp5k sets
Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
Added some better error-case handling in Sosig Grenade code
Fixed metadata on all recently added MLok attachments
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks! Have a small system test update for y'all this week. We're trying to make the tactical smoke systems in H3 function more reliably in terms of blocking line of sight, and correctly disabling and impairing sosigs when they're intersected by smoke. Check the devlog for more details on what's being tested. Assuming this isn't a performance disaster, these changes will be rolled out to the remainder of the smoke-emitting objects in game, and an API will be finalized to make it easier for Modders to play with this new functionality :-)
Hope y'all have a wonderful weekend!
Peace, Anton
Full Changelog - Update 112 Alpha 3
Additions:
Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.
Changes:
Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
Changed texture on Toxic Squarrel
Changed explosion behavior on TurboBangsnap
Optimized some explosion damage sampling intersection logic.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks! Have a bite-sized update for y'all this week. Mainly fixes and tweaks to test out my new build pipeline now that I've migrated development setups for the first time in almost 7 years. Will have something hopefully more exciting for you next week!
Peace, Anton
Full Changelog - Update 112 Alpha 2
Additions:
Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
Changes:
[TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
[Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
[Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
[TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
Fixes:
Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
Fixed missing Itemspawner reference on Angled MLok foregrips
Fixed missing flipping behavior on MP Ironsights
IPSICK2011 Breach rotation when open increased to improve ejection
Fixed E79 scopes not being able to be picked up
Fixed .32 ACP Tracer round shell being invisible
Fixed Rail Tater not being able to be sling-locked
Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
We've got a first content update for you folks for 2024 this week! Included in this week's alpha build is a suite of Civilian AR-15 rifles in a variety of configurations, from utilitarian to intentionall ridiculous. Coming with these is (finally) support for MLok style rail affixments, which will be back-ported to existing guns in H3 with MLok slots next week. We've got a set of initial attachments of this type, and MLok to Picatinny Adapters that should allow you to make good use of them. We've still got some design work to do to make sure these are all correctly available in Take & Hold, will likely need to generate some new object categories, but most of these will show up in that mode now.
Anywho, that's all for now. Hope you folks enjoy playing with the new kit, as we slowly spool back up to work for the new year. See you all next week!
Cheers, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Alpha!
Full Changelog - Update 112a1
Additions:
Added New Firearm: DMR15 [5.56x45mm]
Added New Firearm: FP15 [5.56x45mm]
Added New Firearm: MP15 [5.56x45mm]
Added New Firearm: PDC15 [5.56x45mm]
Added New Firearm: PEN15 [5.56x45mm]
Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
Added New Attachment: ARM Rear Sight
Added New Attachment: MT Rear Sight
Added New Attachment: AM4 Suppressor
Added New Attachment: Canadian Carry Handle Sight
Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
Added New Attachment Set: MPLokVert Foregrip in Black & FDE
Added New Attachment Set: KAGLok Handstop in Black & FDE
Added New Attachment Set: Knight Ironsight 300 in Black & FDE
Added New Attachment Set: Knight Ironsight 600 in Black & FDE
Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
Added New Attachment Set: MP Iron Sights in FDE
Added New Attachment Set: TFolding Iron Sights
Changes:
Replaced Assets for MP Iron Sights in Black
Replaced Assets for A2 Iron Sights in Black
Fixes:
Fixed 2x50mm rail projectile
Fixed MX410 Item Spawner categorization
Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Greetings!
It is officially MEATMAS DAY, which means we've pushed a little holiday update for you folks, as is tradition for H3. If you'd like to jump in and open ALL YOUR PRESENTS, just make sure the game is up to date (this might require you restart Steam), and jump into the Meatmas SnowGlobe.
You'll know you're actually running that latest update because the Snowglobe scene tile will be at the top center and there'll be 'MERRY MEATMAS' text above it. If you DON'T see that, close the game, restart steam, and failing that, right click the game in steam, go to properties, local files, and click Verify Game Cache. That SHOULD kick it in the butt and make sure it downloads for you.
There's no changelog for this update as well.. it would be silly to spoil the surprises with that.
PLEASE NOTE, that you should NOT talk about the contents of the gifts in the comments of this post, and if you need to report a bug please, or want to chat about them, do NOT name any items in the Post title. Instead type "Bug with item, or "OMG I love and detail things inside the post. Any offending comments or posts that fail to follow these guidelines will be deleted. This spoiler policy is in place until the end of the month. Let's try to give folks time to log in and be surprised :-)
ANYWHO, enough rambling. GO ENJOY THE NEW TOYS.
From all of here as RUST LTD., have a Merry Meatmas, and a Healthy and Happy Holidays.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Greetings!
Have a quick update for y'all this week. Mostly fixes and tweaks for the Institution level, but also a long awaited replacement toy. Check out the devlog for more info.
Hope y'all have a wonderful weekend!
Cheers, Anton
Changelog: Update 111 - Patch 1
Added:
Added New Firearm H416 (Yes, FINALLY replaced this with a High Quality, Dimensionally accurate one)
Added All Update 111 objects to Recent objects Manifest for Item Spawner
Added Encryption Variants for Complex Multi-hit Types for Limited Ammo Mode
Changed:
Improved Sentinel Construct ability to detect player body intersections
Ammo Panel Spawn Round Button can now be held down to repeat cartridge spawn
Iris Construct now has ‘targeting laser’ that
Made Iris Construct Center chunk less durable
Sentinel Construct now drops health when destroyed
Sentinel Construct will now ‘chase’ the player within a limited bounds when it detects them
Adjusted Polymorphic Encryption Ballistic Params to prevent overPen
Adjusted Polymorphic & Recursive Encryption Materials to aid visual legibility
Adjusted Orthogonal Encryption Materials to aid visual legibility
Rebaked Occlusion Culling
Fixes
Fixed Sosig Ladder Distances
Added System to try to reconnect Sosig with its correct position in a bunch of cases that they can get separated
Fixed player indicator orientation on map kiosks that are not Identity aligned
Fixed missing collision in Hydro
Fixed Lower Area in Hydro being a dead end by adding an extra pair of powered ziplines
Ammo Panel now recognizes round types from integrated attachment weapons, like the Mp7 Lambda
Ammo Panel now properly recognizes last selected round class for a type
Ammo Panel now properly handles edge case of weapon that isn’t part of a T&H character’s ‘valid’ era set actually being able to at least spawn default ammo, instead of doing weird things like showing a random ammo class each time you place the item on it (wow that was a weird one to untangle)
Attachable Firearms can now properly be recycled
Fixed ammo class name display
Fixed a number of Occlusion Culling Issues
Fixed embarrassing grammatical typo
Added missing sound effect for a special friend
Made Iris Construct Properly disable its AI Entity
Lion 2-5x scope save/load fixed
Fixed issue where Boxes could sometimes spawn in Supply Points in weird orientations, topple over as a pile, and break
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
GREETINGS!
The time has come, after a long(er than we anticipated) wait, the latest HUGE update for H3VR is complete.
The Institution Update expands and refines H3VR’s tactical roguelite game mode, Take & Hold, with new enemies and hazards, a new Tournament-focused character, and its most challenging level yet: Institution. Institution is about realizing what I’d always imagined back when first making Take & Hold. It’s everything I find most compelling about a virtual space. Grand in scale. Simultaneously oppressive and alienating but also somehow cozy? All-consuming. Self-awarely synthetic but hyper-tangible. The environment itself is my main character.
This update also includes our latest Take & Hold character: Tournament Toby. Build with feedback from our Competitive Scene, it's Take & Hold at its most merciless.
The mode itself has gotten a number of major refinements, from rebuilt Equipment stations, powerups that behave better physics-wise, tuning to patrols, a rebuilt scoring rubric that more richly reflects ways one can play excellently, and just a top to bottom coat of polish on things.
With a level this big, I'm sure that there'll be a significant post-release tuning phase, as we fix various things, tweak progressions, difficulty, cover volume, and add further quality of life changes. We look forward to tweaking things over the coming weeks with you all!
Well enough rambling for now. Get in their and play! We'll see you all soon.
Have a WONDERFUL weekend. -Anton
MOD USERS:
Please not that this update makes BIG changes to Take & Hold's codebase. If you run Take & Hold Tweaker, or any other mod that touches the mode, you MUST go update it now, or disable your current modlist, or the mode will SUPER break. Check out the H3VR discord modding channels if you need help finding the very latest versions!
Update 111 Full Changelog:
Additions:
Added New Level for Take & Hold: Institution
Added New Take & Hold Character: Tournament Toby
Added New TNH Encryption Types: Polymorphic, Cascading, Orthogonal & Refractive
Added New TNH Enemy Type: Constructs (Floater, Blister, Iris, Sentinel and ???)
Added Main Menu Warnings for Controllers not being on or working
Added Main Menu Warnings for Windows 11 Optimizations for Windowed games not being enabled
Added New Firearm: P210-1 (9x19mm)
Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
Added New Firearm: P210-6 (22lr) (Training Variant)
Added New Firearm: AG42B [6.5x55m]
Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
Added New Stripper Clip: 6.5x55mm 5-round
Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
Added New Firearm: AG42B [6.5x55m]
Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
Added New Stripper Clip: 6.5x55mm 5-round
Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg
Added New Firearm: B1301 (12 gauge)
Added New Firearm: Sawnoff-16 (16 gauge)
Added New Firearm: OutbackDouble (20 gauge)
Added New Firearm: Tulyak (23x75mmR)
Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
Added New Ammo Subtypes for 23x75mmR: Shrap-25
Added Floater, Iris and Blister Constructs to Sosig Spawner
Added New Prop Set: Squarrel and Exploding Squarrel
Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
Added New Destructible Prop Set: Gas Cuboids (Small, Large)
[TnH] Added New System for Sosig ‘Alertness’ in TnH that impacts scoring. 1 second unimpaired in Skirmish State with the player will trigger ‘alert’. This will cause a transition to an ‘Alert Phase’ in the upcoming Take & Hold map while in the Take Phase as well.
Operator Sosig outfits added to Spectator Panel
Added New Destructible Set: Cryo Squylinders (Large and Small)
Changes:
TNH Object Constructor Reroll system replaced with purchasable Category Unlocks
Rebuilt Ammo Spawner Panel for Take & Hold entirely, and build ammo type cost system for it
Rebuilt Recycler and Mag Duplicator stations
Changed Take & Hold Scoring rubric
Altered progression of nearly all T&H characters
Modified the Run Progressions of Pretty much every Take & Hold character
Altered the Starting Token amounts of a few Take & Hold characters
Tweaked flashlight behavior
Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
R700 Magazine round clipping fixed
FAL 10,20,30rnd Magazine round clipping fixed
Fixed Geo holes in SVT-40
Fixed edgecase round clipping issue in Frontier model B
Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
Fixed incorrect trigger placement for ejector fro B600
[TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
[Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
[Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
[Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have an incremental Experimental Build for you folks this week. It's a little light because... well we've already done 3 other hotfix builds during the week, as we're trying to iterate on the competitive character as fast as possible.
Anywho, deets on the update and what we're up to in the devlog. (Does anyone actually read this summaries? I never actually know).
Have a wonderful weekend!
-Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e8
Additions:
Added New Platform Controller Detection: Quest 3 Controllers.
Added New Control Option: Controller Display Mode Override
Changes:
[TnH] Hold Wave Leader Sosigs are now only active one at a time, essentially as ‘raid bosses’
[TnH] Changed Scoring Rubric to Emphasize Kill Score & Kill Style Scoring a bit more
Sosig M79, Sosig RG6 and Sosig Frag Grenade explosions have been reduced in peak damage output to prevent them from commonly 1-hit killing the player.
Scalpel Drum Magazine changed to default to carrying 00 Buck instead of SWAG-12 to prevent it circumventing TNH ammo limitations
Changes To Tournament Toby:
Changed Hold 5 enemy sequencing to have Heavy Operators only for Squad Leaders, ensuring there is only ever one of them.
Tweaked Spawn Cadences for Holds 4 & 5
Fixes:
Fixed incorrect Metadata ids for Cryo Squilliders
Fixed metadata error for Wiener Squarrel
Fixed incorrect fired collision sound for some 84mm ammo
Fixed chamber proxy scaling that was causing clipping for RG6
Fixed Missing tags on Fal Tactical, P762, M1Shorty16
Fixed IPSICK spawning with extra picatinny sight
Fixed odd issues with Smoke Grenades
Known Issues:
Game crashes on close for many users (This is a SteamVR bug they need to fix)
Note that Virtual Desktop functions via the old Oculus PC SDK and cannot actually detect and pass through information about specific controller types. Thus people playing with Quest 3