Hey guys, we're releasing a hotfix to tweak and fix a few things.
General
Tutorial: Added an AKM step to demonstrate how to reload AK-style weapons (which require you to grab the mag from the gun while holding the mag release)
Fixes
Tent: Fixed spectate camera not rendering AI players in tent
Bug: Fixed a sequence of events which can cause players to spawn without gear
Bug: Fixed an occurrence where every player can have poor performance until the end of a round after a player joins mid-round
EAC: Fixed a server issue which was kicking players shortly after joining a lobby
Observer: Fixed scoreboard not showing second team's score
Observer: Fixed multi-monitor machines have an issue with full screen
Observer: Fixed map not showing player arrows after first person spectating
Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!
We’re starting a new series; in these we will be telling you what we’ve been up to in terms of development in the form of monthly write-ups.
I have been given this role as the Community Manager to inform you guys on what we’re planning and working on. If you have any suggestions on community involvement be sure to contact me on either Reddit, Steam discussions or the Discord.
HEADS UP! Get ready for a free weekend from the 19th of July at 10AM pacific until the 22nd 1PM!
So, now that's out of the way, let’s start with the upcoming features and fixes!
Note that these following features are still in progress and are likely to change before release!
Optimising game performance & stability
Optimising Inverse Kinematics CPU usage.
Refactoring old code to improve efficiency.
EAC problems with launching the game.
We’ve been getting reports from some players that their performance has been negatively affected by our v1.2 release. One particular nasty bug which seems to be caused by players leaving the game (and new ones joining afterwards) is being looked into as we speak, and a fix will be available ASAP when the guys have found the cause.
In addition to this fix, we also have some potentially huge performance patches coming!
Better Inverse Kinematics with new animations!
We’re working on making the player models look a little more streamlined! The potential improvements to players appearance could include :
Crouch fix (no more legs poking through your chest)
Better and smoother running animation
‘Taking a knee’, instead of squatting, when crouched and not moving
Better calculated elbows
Fixing the player rotating when close to a wall
New map - Abandoned
So we’ve pretty much been keeping our heads down with the development on this new map since it’s announcement back in October 2017. With the loss of our environmental artist, Abandoned had to be shelved for a brief time.
Here are some screenshots of what abandoned looks like right now. Again this is subject to change before release :
This is going to be the biggest map yet.
New gear and tools!
We’ve been working on several new pieces of equipment you can use on the battlefield. These new items will allow you to play in a different ways and tactics that weren’t possible before!
Stun gun and hacking We’re adding a stun gun (for MARSOC only) that gives you the possibility to stun your enemy, while he’s stunned you can hack his tablet and temporarily receive enemy locations on your tablet. This will likely be limited to the specialist class.
Bipods A new way to get more accurate shots on longer ranges! The bipod attachment will allow you to steady your gun on any object low enough to put your bipod on. This will become very helpful for players looking to get long distance kills, by providing a potential extra layer of accuracy previously unseen in the game.
Eyes in the sky Now, I won’t reveal too much on this. But in the next big update you might want to watch out for the MARSOC marksman and check the skies next time when protecting the objective….
This was the first monthly sitrep! If you have any tips or suggestions for improving these series, let me know! You can contact me on either : Reddit, Steam discussions or the Discord. As for the community contest, it’s just around the corner! So keep your eyes peeled!
I’ll see you on the field! MrDeath, Community Manager.
We are extremely happy to share with you some links for the highly anticipated Onward Invitational, ran by VR League (Oculus and ESL), in collaboration with VRML! The teams competing are the top 4 teams from the Round Robin stage of the ProTubeVR & VR Cover Championship. These teams will be battling across a variety of maps for a prize pool of USD$10,000!
The live event streams for both days will be available on this page.
Parzival (one of the VRML moderators) is also planning on having a 360 livestream available, which can be watched here once live!
For more information on the event, please visit the VRML site!. To get involved in future Onward competitive events, please join our Discord!
We've just reverted the last audio change due to complaints that it was negatively impacting the overall audio quality of the game. This unfortunately means the audio "popping" will have to stay a little longer on live.
We do however have a potential fix available as a publicly available Steam beta branch called audiobeta. Players on this branch will be able to play alongside live so please give it a try and let us know if you have any problems with it! You may have to restart steam to have the branch show up.
Hotfix v1.2.5
Ammo boxes: Fixed incorrectly only spawning ammo for holstered weapons (was ignoring held weapons)
Gamemode: Fixed competitive lobbies ending prematurely when a downed player quit to tent
Audio: Reverted gunfire audio settings back to v1.2.3 while we investigate different solutions (there will currently be audio popping again)
Hotfix v1.2.4
Audio: Fixed audio "popping" from guns firing and frag grenade explosions We recommend using a 48khz sample rate for Onward
Gamemode: Fixed round incorrectly ending early when a player quit to tent and there were still teammates alive
Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!
In this hotfix we're bringing back the lighting for Suburbia1 and Downfall1 from v1.1 (since they were drastically changed in v1.2) whilst keeping the newer lighting as new versions (Downfall3 and Suburbia3). We've also included some improvements to the overall visual fidelity of the game, fixed a few of the game's biggest bugs and issues and made some additional changes, based on player feedback.
There is still unfortunately a known issue with throwing objects on Oculus Rifts when running through SteamVR. We'll be pushing out a new hotfix soon to address this. In the meantime we recommend running the game through Oculus SDK. We're also working hard to solve the audio popping problem.
Hotfix v1.2.3
Oculus: Reverted a change to controller velocity that caused difficulty in throwing objects quickly
Fixed Suburbia3 incorrectly having Escort mode
Removed Escort mode from Cargo
Hotfix v1.2.2
General
Downfall and Suburbia now have 3 variants instead of 2.
Downfall1/Suburbia1: Original daytime lighting from v1.1
Downfall2/Suburbia2: Nighttime variants
Downfall3/Suburbia3: Afternoon/dusk variants that were added in v1.2
Graphics: Added some brightness/contrast post-processing to improve visuals
Player: Lowered the height that the vest starts rotating. Vest should now be less-rotated when in a crouched position
Player: Tweaked player collider slightly to better support players using each other to boost onto scenery objects
Player: Exit button (Vive menu, Oculus B/Y) now only appears when the hand pressing the button has nothing in it (was a problem if holding weapon in non-dominant hand, press exit button to close bolt but it also popped up the exit)
Ammo Holster: now shows secondary mags while no weapons in hand or holster and primary mag holster is empty (previously only showed primary mags even if there were none)
Casting setup: Added speed slider for the flycam movement
Balance
Shotguns: Buckshot falloff adjusted to be more damaging at close range
Shotguns: Fire rate increased
Fixes
Player: Fixed networked players bouncing up and down rapidly when on slopes/stairs
Oculus SDK: Fixed an issue which resulted in players not being able to throw objects consistently (soon to be applied to SteamVR version also)
Anti-exploit: Fixed an exploit which allowed players to climb up buildings using external software
Gun Grip: Fixed grip letting go when trigger hand gets too close to front grip
Gun Grip: Fixed proximity grip not releasing correctly when pressing grab button
Gun: Fixed being able to shoot your hand while it was holding the barrel/foregrip
Tablet: Fixed map image not rotating correctly when on a perfectly flat surface
Cargo: Fixed some objects not rendering on scopes
SA80 now correctly labeled as SA80 LSW variant
Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!
Today we're pushing out a hotfix to solve a few of the problems that have been encountered since the launch of v1.2.
We wanted to let you guys know that we will be using the community's passionate feedback in an upcoming hotfix, which will involve changes with the lighting of some of the maps.
There is still a known issue with some audio clips "popping" during gameplay, which we are actively investigating. We will push out a fix for this as soon as it can be solved. If you are having difficulty launching the game or getting kicked from lobbies shortly after join, please look to our EAC help documentation.
One more thing - Please check that your GPU drivers are up to date!. Especially users with Nvidia cards. We've had multiple reports that an outdated version of the Nvidia GPU driver is causing performance issues, eye strain, headaches and even nausea! Please do check this and update for the best experience.
General
Tent: During map vote, limited the number of maps that will display Escort
Hand: Added hitbox colliders to controller models. Can now damage and heal your own hands
Pickups: Increased grab zone when pickups are free-floating. It is now easier to catch thrown pickups and pickups that are on the ground
Guns: Increased grab zone size on all guns. It is now easier to pick up and grab guns out of your other hand
Foregrip: Adjusted vertical foregrip collision to prevent accidentally letting go
Holster: Moved magazine holster and mags up slightly
Holster: Expanded primary weapon holster size downwards to help with accidental dropping
Cargo: Improved collision on black tarp covered crates
M249: racking the bolt is easier now
LMG Belt: Added audio cues to the belt attaching to the gun and when the belt is released from the hand for being too far away
Fixes
Game is now playable offline again when there's no active internet connection
Network: Connection parameters have been tweaked to help with lagging/teleporting players
Player: Fixed problems with local IK body which could cause players to die from "accidents happen" (falling through the map) and bad ragdoll on down/death
Player: Fixed an occurrence which would cause some players to incorrectly be ragdolled (when alive) after a join in progress
Player: Fixed some problems causing players to spawn without any inventory
Compass (both watch and tablet): Fixed degrees flipping 180 degrees when compass raised over the horizon line
Syringe: Fixed healing your own chest not working sometimes
Holster: Fixed magazine holster not correctly holstering 6 mags (was only holding 5)
Holster: Fixed controller incorrectly vibrating when hovering over mag holster while holding weapon fore/barrelgrip
Tent: Fixed pen getting stuck in hand when map vote appears
Stay updated on Onward, converse with the community, test builds, and participate in organized competitive events by joining our Discord!
We are aware that some Onward players are experiencing difficulties connecting to and staying in lobbies, we've made some tweaks to EAC this morning, and that should fix those issues.
We’ve also been hearing some feedback from players regarding the recent lighting change in Onward along with v1.2 and we wanted to get some feedback directly from the playerbase to help us meet your expectations.
We’ve been doing a lot of testing and fixing on v1.2, and we’re happy to announce its full release today! We hope you guys enjoy it, and we appreciate your patience and continued support!
Some new additions are included below since our v1.2 test weekend and known issues with v1.2 can be found at the bottom of the patch notes. Go go go!
(Note: If you are getting auto-kicked from lobbies, make sure to restart Steam. You should see an EAC launcher pop up when you click play.)
Featured Updates
New Map: Cargo We used to have a very different version of Tanker in the game, before our re-make of it. A lot of the community felt that the replacement wasn’t true to the original (given that the layout had drastically changed. We heard the feedback, and felt it was a good time bring that layout back with an improved location and lighting, so here’s Cargo!
New Map: Bazaar2 A night-time version of Bazaar, complete with lit up neon signs! It’s terrifying on Operations.
Lighting Improvements
All maps have had their lighting redone to take advantage of performance improvements and new Unity features. Notable improvements:
Improved specular lighting: metal objects, especially weapons, have a much more metallic look instead of the previous matte finish
Interior lighting for Downfall 1 & 2
Scope glint
Inventory Refactor
Ambidextrous! All pickups can be picked up, dropped, swapped between hands and shared between players. Dominant hand no longer matters in determining which hand can grab what
Added Hold to Grip option! We highly recommend this for players using an Oculus Rift
You can hold two objects at the same time Not including primary or secondary weapons
Downed/dead AI and players drop all their pickups, and you can loot their dropped gear
Holstered grenades are now visible on other player vests
Interchangeable magazines: Some magazines can be inserted and fired from multiple weapons. Most Marsoc rifles use STANAG mags and will be interchangeable. Full list of mag support at the bottom of the patch notes
Some things you can now do:
You can grab and throw live smoke grenades
A teammate gets downed, you can pick up their syringe and revive them with it
Steal weapons and equipment from downed enemy combatants
Pull the pin on a grenade but leave the spoon attached, you can pass the grenade to your other hand or another player without the spoon flying off
You can keep your weapon out with one hand while you use your other hand to check your Tablet
You can put magazines in your holstered guns, other player’s holstered guns, or other player’s guns they are currently holding
In Escort, sacrifice your gear to get the VIP better-equipped to survive
You can have a primary weapon holstered while having a different primary weapon in your hands
Added TAR-21 and weapon remodels
Replaced M9, M1014, and G36c models with in-house created ones
Added TAR-21 rifle to Volk Specialist loadout
Easy Anti-Cheat We’ve previously been relatively vulnerable to some advanced methods of editing game code and gameplay. With the inclusion of Easy Anti-Cheat, this will give us the same protection as many of the AAA developer games out there! Some games using EAC include: Squad, Fortnite: Battle Royale, Farcry 5, Ghost Recon: Wildlands, Smite and many more!
If someone snipes you across the map and you think he’s cheating (lookin’ at you MrDeath), I’m afraid they’re probably just a good shot.
Competitive gamemode improvements
Each class can only be used by one player at a time
Game mode on map vote will only show the currently played one
Objective/Spawn behavior changed. Teams will take turns defending/attacking the same objective before changing to a new objective (ex. Volk defends objective A, Marsoc spawns at a random spawn. The round ends, teams swap factions, and Volk still defends objective A, and Marsoc spawns at a random spawn)
Turned off random weather events
Based on community feedback, suiciding/exiting as the last player on Volk (after the round reset ruling) will give Marsoc 2 points
We’ve replaced the suicide with the ability to destroy the Uplink dish (only as the last alive player left on Volk). This can be done by inputting a code on the tablet and waiting for a progress bar. The further you are from the objective, the longer this will take to send (signal bars will indicate this). While it’s sending, the objective will beep franticly, and once sent it will shutdown, giving Marsoc 1 point.
On both comp and non-comp lobbies (but affecting comp more), the map will be visible with the objective location in the tent prior to spawn, to allow players to plan accordingly
Oculus Improvements
Added Oculus Dash support. Press the Oculus button (universal menu) on the right Touch Controller to access
We’ve extended the Free Roam gamemode to be available in private multiplayer lobbies. This is intended for players to be able to explore and/or learn the maps together, plan strategies and create content. We’re considering making changes to this mode in an upcoming patch to help target it more for our intended usage (instead of it being used as a TDM). However, it’s worth noting that we aren’t ruling out gamemodes with respawns for the future. If introduced, we would be sure to implement it in such a way that it wouldn't take away from what we consider to be the ‘core’ Onward experience.
Casting improvements
Cameras will be hidden by default until space is held
Loading message added to freecam view between maps
Voice sliders, team names over cams and spectating text are all color coded now
Hotkeys added to jump to and cycle through alive players through team 1 and 2 (hotkeys are - and + respectfully)
Hotkeys added to spectate individual players on each team (if they are alive) - keypad numbers 1 - 5 for team 1, CTRL + keypad numbers for team 2. If no keypad is available, ALT + alpha numbers, or CTRL + ALT + alpha numbers.
Colored dots have been added under the scores to indicate how many players alive/down/dead on each team at a glance. This is useful for knowing which player you want to spectate
Mouse smoothing setting is saved between rounds & sessions
Main menus can now be navigated using keyboard. Can now get into a casting lobby without touching a VR headset or controller.
Chat volume sliders affect lobby voices too
Free roam cam locks mouse into window (no more edge snapping!)
Better scoreboard setup
Potential fix for cams turning white
Added reset cams button which should solve any cam problems if they arise
General
Server browser: Added some basic info for each lobby as a pop-up box when hovering over
Additional anti-cheat/exploit behavior
Updated to Unity 2017.3
Removed DirectX9 support. This should not affect any users. Support for DX9 willl be officially removed from Unity in the near future and current versions of SteamVR and OVR don't support DX9.
Items
Radio: Added physical radio object which will drop by your feet when you get downed. This can be seen through any other meshes and allows players to always be able to reach it (as opposed to a ragdolled body, which was inconsistent)
Player: Added semi-transparent hands when downed, to help with interacting with the aforementioned radio
Audio: Added audio to grabbing, holstering, and throwing items
Haptics added to many weapons/pickup interactions (pickup up, dropping, throwing, interacting, fire-mode toggle, drop/insert mag)
Ammo boxes: Will now contain equipment in addition to mags. The mags will be based on the weapons you currently have holstered and/or held. Only you can see the gear until you pull it out, then it can be shared
Magazines: with the addition of interchangeable mags, your vest will now sort holstered mags. Magazines that can be inserted into your current held weapon (or holstered weapon, if you are not holding anything) get priority on being shown holstered. Additionally, mags are sorted by their amount of remaining ammo so you always know that the mag closest to the front has the most ammo in it
Night Vision: Now lights up the surrounding area with an IR light. Will be a lot more useful on dark maps. Nobody else can currently see this light (for performance reasons, though this may change in future)
Tablet: Added signal bars to indicate when the uplink/destroy code can be send
Ballistic Shield: Can now stop pickups thrown at it
Ballistic Shield: Kills caused by grenades bouncing off your shield are attributed to you
Settings
Wristwatch hand preference can now be set in the settings menu
Gun-smoothing options have now been introduced in the settings menu. Stock and/or snap-turn users may want to try these out
Graphics options added to main menu. Preset options (Low,Medium,High), anti-aliasing, shadow resolution, shadow distance, shadow cascades, texture resolution
Updated quality presets Full list of quality presets at the bottom of the patch notes
Tent
Added a drawing board with some pens to uplink, operations & escort! Drawings will only be shared with your current team and will reset at the end of each round Drawing board also has a secret pen. We won’t tell you how to get it
Added military base surroundings
Changed colors of tent map and VR spectate maps for consistency and reduce confusion. Marsoc players are now always blue, Volk players are always red
Enemy players are now shown on the map in non-competitive lobbies Enemy players could already be seen from flying VR spectate camera
Dead players now have white noise on spectate screen to indicate loss of signal (to help prevent ghosting in comp lobbies)
Added cross symbol next to player names to indicate that player has been downed
Moved Exit button to the back
Gamemode
Free Roam: Added ammo boxes
Shooting range: The ammo boxes on the shooting range can now spawn more gear by closing and re-opening them. Removed the pile of mags
Shooting Range: Added some screens which will show the last target you hit with weapon fire
Operations: AI can no longer see through hedges on Suburbia
Operations: AI can now spawn with lasers (night maps only), holo and red dot sights equipped
Tutorial: reworded to accommodate new control options
Balance
Downfall: Added lights to interiors to reduce Volk advantage of having black camo inside buildings
Downfall & Quarantine: Fire now causes damage over time. Prevents Volk hiding in crashed heli
Artificial turning: Snap turns will now have a delay (and smooth turning slowed down) based on whether you’re stood, crouching or prone.
AI: Nudged player and AI spawns on Jungle and Quarantine to prevent getting shot at on spawn
M40A5: Increased magazine count from 3 to 6 to balance with the SV-98. SV-98 has 10-round mags and M40A5 only has 5-round mags
Extended grenade blocker time for competitive lobbies to better match up with the Onward Master League’s ruling
Fixes
Connection: Increased timeout length for network traffic to help prevent random disconnects for users on WiFi and/or less stable connections
Exploit: Fixed exploit related to running across playspace & snap/smooth turning
Quarantine: Fixed LOD terrain issues
Bazaar & Downfall: Fixed bad collision with white van (large area in front of van and gaps below van were incorrectly blocking bullets)
Tent Fixes
Fixed VR spectate goggles up/down rotation inverted when held in hand
Fixed players being unable to hear you until the end of the round if you join while it’s in progress
Highlighted VR goggles when available, to help highlight to players that they are functional
Fixed issue with spectating screen going black when someone leaves the lobby
Fixed death message in back of tent sometimes not displaying correct cause of death
Gamemode Fixes
Improved victory/defeat condition code to stop potential issues with round ending problems
Uplink: Fixed ammo boxes incorrectly being visible sometimes
Uplink: Fixed being able to play the same objective placement three times in a row
Uplink: Fixed occurrence where the uplink could be sent without the tablet being fully inside the signal region
Uplink/Escort: Fixed rare case of playing the same objective 3 times in a row if host left
AI Game Modes: fixed “dumpster spawn” that occurred when gamemode was changed while spawning
Shooting Range: Fixed getting stuck when respawning on hills
Shooting Range: Fixed problem with players not having audible proximity voice
Escort: fixed players connecting to game in progress not seeing VIP player skin correctly
Player Fixes
Fixed vest fidgeting while sprinting
Radio: Fixed occurrence where one or more players would not be audible on the radio
Fixed breath particles on cold maps not appearing in correct position for non-local players
Improved "push back" when putting head through walls to fix improper behavior around complicated geometry
Snap and smooth turns now rotate you on the spot. This will prevent players rotating into walls/out of the map. Previously rotated around room center, and then attempted to reposition the player
Fixed vest being visible if quit to lobby and started spectating
Fixed occurrences which could lead to players falling through the map
Fixed occurrence which could lead to spawning in with a black screen and flies
Fixed very close objects clipping through white flashbang and fade to black visual effects
Fixed being able to move through walls in playspace when downed
Fixed night vision lenses being very visible through smoke grenade particles
Inventory Fixes
Knife: Can no longer deal damage through walls
Syringe: Can no longer be used on dead or un-wounded players
Syringe: Fixed incorrectly being able to be used on you while you are not bleeding (syringes only stop bleeding, they do not add health)
Syringe: Fixed healing sometimes causing a lag spike for all players
Syringe: Fixed accidental healing when trying to holster syringe
Ammo Box: Fixed grabbing mags from ammo boxes being difficult
Ammo Box: Mags taken from ammo box will now be visible to all players
Gun: Re-grabbing a weapon that is only held by barrel/foregrip is no longer as difficult
Gun: Fixed unwanted firing of primary weapon while holstering (if holding weapon in just offhand, holding down trigger button to use radio, let go of offhand, dominant hand would snap back to weapon and begin firing as it was being holstered)
Gun: Fixed hand getting stuck to weapon bolt if holding onto bolt as you grab the foregrip/barrelgrip
Gun: Fixed being able to grab foregrip/barrelgrip while a weapon is holstering resulting in an invisible hand
Gun: Fixed being out of shotgun ammo but shells are still visible on vest
Gun: Fixed dying with weapon just in offhand causing no visible hands on respawn
Gun: Fixed getting stuck in hand if you died while it was only in your offhand
Gun: Fixed AUG laser sight disappearing/reappearing when toggled on/off
Gun: Fixed PKM bullet belt missing material
Gun: Fixed bolt action rifles not chambering a round when bolt is cycled after a new mag was inserted
Gun: Fixed holstered weapons always showing a mag attached regardless of if there really is a mag attached
Gun: Fixed attachment click on/off audio not playing in correct position on weapon
Ballistic Shield: Fixed stretching horizontally when revived repeatedly
Magazine: Fixed mags getting stuck while ejecting if another mag was inserted before the first one finished ejecting
Magazine: Fixed M40A5 mag incorrectly showing bullets when it is empty
Grenade: Fixed multiple flash grenades exploding at the same time breaking the flash visual effect
Grenade: Fixed smoke particles from smoke grenades persisting between rounds
Grenade: Fixed holding a live smoke grenade until it times-out preventing you from using smokes in the following rounds
Grenade: Fixed being able to unpin and un-spoon a grenade while inside a wall
Tablet: Fixed being able to send uplink code while tablet inside a wall
Hand: Fixed "broken finger" animation resulting from hand attempting to interact with things that are disabled (hand hovering over ammo, holster primary, hand could still attempt to grab ammo)
Hand: Can no longer use the hand/anything being held further than 1.5m from your player
Additional Notes
Known Issues
Audio: Popping sounds briefly plays from some audio sources when far away audio plays
Tutorial: Using syringe on chest is inconsistent (can use syringe on head until fixed)
Performance: We’re actively investigating potential issues with recent OS and driver updates and will continue to work towards improving performance
Joining in progress can sometimes result in a problem with some players’ ragdolls in the next round