Farlight 84 is scheduled for a quick hotfix on [UTC 2024/04/30]. There will be no downtime, and the update will be downloaded automatically.
Hero Adjustments
Phantom - Increased the initial range and damage of Phantom Crash while shortening its duration after activation. - Reduced the preparation time for entering stealth after casting Optic Camo. Also extended the stealth state's duration and adjusted the warning circle's size indicating potential detection while in stealth.
Maychelle - Slightly increased the cooldown of the Tactical Skill Bass Blaster and decreased its duration.
Weapon Adjustments
Defender Sniper - Optimized the firing animation of Defender Sniper.
Stellar Wind Sniper - Optimized the firing animation of Stellar Wind Sniper.
Map Adjustments
Lampton - Added Revival Devices in Lampton.
Battle Adjustments
- Increased the speed penalty for consecutive Jetslide usage within a short period, encouraging players to employ Jetslide more strategically. - Reduced the animation time for knockdown feedback and headshot knockdown feedback. - Fixed an issue where certain motion blur effects disappeared after hero switching in Training Grounds and Warm-up Mode. - Fixed a bug where the camera failed to return to its normal position immediately after using Jetslide and jumping.
System Adjustments
- Optimized font performance for the PC version. - Fixed an issue with abnormal rewards at levels 93 and 95 of the Advanced Tracker in the Debut Season.
目前,星图的搭建终于进入到新阶段。志在挖掘和美少女各种相处姿势的「套房快乐趴系统」(Great House System简称GHS),热烈登场! 22世纪舰震巨献!感谢各位领导、各位来宾对《失乐星图》的喜爱! 目前,星图的搭建终于进入到新阶段。志在挖掘和美少女各种相处姿势的「套房快乐趴系统」(Great House System简称GHS),热烈登场!
Experience a new way to play EA SPORTS™ WRC with the addition of VR Beta to PC, coming soon in the Version 1.8.0 Update.
Check out the details below for further information on what you can expect to see when the update releases.
Availability & Release Dates
When will VR Beta release?
The VR Beta for EA SPORTS™ WRC will release as part of the Version 1.8.0 Update. At the time of writing, the release date of v1.8.0 is expected to be on April 30. Keep an eye on our social media for the latest news.
Is VR Beta a separate DLC or purchase to the main game?
No, it is directly integrated into the main game as an additional boot mode, and released as a free update.
Why is it called a beta?
Our implementation of VR into EA SPORTS™ WRC is referred to as VR Beta as it is a new project for our development team.
Previous VR implementations (like those seen in DiRT Rally and DiRT Rally 2.0) were built with the help of external partners, whereas for EA SPORTS™ WRC, Codemasters have been developing VR in-house for the first time.
Due to the wide range of VR headsets available in the market, on top of the wide range of PC hardware specs in general, we currently cannot test for all possible scenarios and configurations.
Is VR Beta time-limited, and does it require a separate branch of the game?
VR Beta is integrated into the main EA SPORTS™ WRC game on PC, you will not need to join a separate beta branch on Steam for example.
There is no time limit or restriction on when VR Beta is available, any PC player with compatible hardware can launch EA SPORTS™ WRC in VR, and VR will not be removed from the game going forward.
When we are confident enough to say that VR is in a fully completed state, we will no longer refer to it as VR Beta.
Where is VR Beta available?
EA SPORTS™ WRC VR Beta is available on PC (Steam, Epic, EA App), through compatible headsets.
If you have a compatible VR headset connected, you will be asked whether you want to play in VR or non-VR mode when you boot up the game.
Will VR Beta come to console?
There are currently no plans to add VR to EA SPORTS™ WRC on console in any capacity, Beta or otherwise.
Hardware Support
What VR headsets are supported in EA SPORTS™ WRC?
Using OpenXR technology via Unreal Engine, a wide range of headsets should be compatible with EA SPORTS™ WRC.
Additionally, we have tested and can confirm the following headsets are supported:
Meta Quest 3
Meta Quest 2
Meta Quest Pro
Valve Index
Oculus Rift S
Oculus CV1
HTC Vive
The following are considered “partially supported” at this time:
HTC Vive Cosmos
HTC Vive Pro 2
OpenXR based Headsets not listed above (and not on the “not supported list” below) may work, but we cannot guarantee full functionality at this time.
What VR hardware is NOT supported in EA SPORTS™ WRC?
The following headsets are not supported:
PlayStation VR
PlayStation VR 2
Apple Vision Pro
3D tracked controllers are not officially supported, we recommend people drive with the same peripherals they would use in non-VR (steering wheel, controller, keyboard etc.).
What are the minimum and recommended PC hardware requirements for playing in VR?
The “minimum specs” for playing in VR are equivalent to the “recommended specs” for non-VR. You can find those here but for clarity:
Operating System: Windows 10
CPU: AMD Ryzen 7 3700X or Intel i5 10600K
GPU: AMD Radeon RC 5700XR or NVIDIA GeForce RTX 2070
RAM: 16 GB
DirectX: Version 12 (“DX12”)
Storage: 95GB, SSD preferred
Network: Broadband internet connection (to download updates, game is playable offline)
Other hardware: Monitor and keyboard
Additionally, below are some configurations we have tested and confirmed to achieve optimal performance during gameplay.
Configuration 1: 90+ fps achieved
Headset: Meta Quest 2
CPU: Intel i9 13900K
GPU: NVIDIA GeForce RTX 4080 (4090 also tested)
RAM: 32 GB
In-Game Upscaler Setting: DLSS Quality
In-Game Graphics Preset: Ultra
Configuration 2: 90+ fps achieved
Headset: Meta Quest 2
CPU: AMD Ryzen R9 7900x
GPU: AMD RX 7900XT
RAM: 32 GB
In-Game Upscaler Setting: FidelityFX Quality
In-Game Graphics Preset: High
Configuration 3: 80+ fps achieved
Headset: Meta Quest 2
CPU: Intel i9 10900K
GPU: NVIDIA GeForce RTX 3080
RAM: 32 GB
In-Game Upscaler Setting: DLSS Quality
In-Game Graphics Preset: High
Any higher spec hardware than this will result in a more performant experience, and give greater freedom to use more demanding graphics settings.
Getting Started
How do I launch the game in VR while using a Meta Quest device?
Turn on the headset.
In the Oculus app, go to Settings > General > Set Meta Quest Link as active OpenXR.
Connect the cable between your headset and PC.
Open Notifications from Quest device, and select Enable Quest Link.
If a dialogue box pops up on the headset, click Enable to start playing.
If not, enable manually via the Oculus Home screen: Quick Settings > System > Quest Link > Launch Quest Link.
Alternatively, again via Oculus Home screen: Quick Settings > Launch Quest Link > Select PC > Connect.
Once your headset is connected, launch EA SPORTS™ WRC.
What are the optimal launch settings when using the Meta Quest App?
We recommend using a USB 3.0 cable in order to experience better performance. Please note that we currently do not support Air Link.
We also recommend you set your refresh rate to 90hz within the Oculus App, this can be done via Devices > Advanced > Graphics Settings.
How do I launch the game in VR while using an HTC device?
Ensure all wired connections are done correctly.
Make sure the base station can see the headset.
Open Vive Console and let it detect the headset.
Go to Vive Console > Settings > Advanced > OpenXR > Steam OpenXR and ensure Application Experience is set to VR
Open Steam VR and select Update Permissions if/when prompted.
Launch EA SPORTS™ WRC from the PC, or via Steam VR home in the headset.
How do I launch the game in VR while using an HP device?
A popup may appear saying that “Windows Mixed Reality is not set up to run OpenXR apps”. If so, select Fix It.
Alternatively, launch SteamVR and select Update Permissions if/when prompted.
Launch EA SPORTS™ WRC from the PC, or via desktop available within the headset.
What are the optimal launch settings when using the Mixed Reality Portal?
We recommend adjusting the Frame Rate and Display Resolution to the best quality available.
To change these settings, go to Expand > See More > Settings > Mixed Reality > Headset Display.
What are the optimal launch settings when using SteamVR?
We recommend disabling automatic resolution scaling and setting headset Resolution Per Eye manually.
This can be done by setting Render Resolution to Custom and then adjusting the slider beneath.
Ideally, Resolution Per Eye should be set to match the values your headset provides, though you can increase it beyond that until you see performance issues, in order to experience super-sampled anti-aliasing.
To improve performance you can try lowering the Resolution Per Eye setting until you achieve a frame rate you are happy with.
Should I enable Motion Smoothing when using SteamVR?
If you are experiencing inconsistent frame rates, you may want to try enabling Motion Smoothing via the SteamVR settings.
Motion Smoothing is a feature that attempts to insert frames if EA SPORTS™ WRC drops a frame.
This causes an impact to overall FPS however it ensures a smoother, more consistent experience, albeit at a lower framerate. Additionally, this may cause some visual effects or assets to take on a corrupted appearance.
Should I enable Asynchronous Spacewarp when using a Meta Quest device?
If you are experiencing inconsistent frame rates, you may want to try enabling Asynchronous Spacewarp via the Oculus Debug Tool.
To do this, head to C:\Program Files\Oculus\Support\oculus-diagnostics, open OculusDebugTool and look for (PC) Asynchronous Spacewarp.
Asynchronous Spacewarp is a feature that attempts to insert frames if EA SPORTS™ WRC drops a frame.
This causes an impact to overall FPS however it ensures a smoother, more consistent experience, albeit at a lower framerate. Additionally, this may cause some visual effects or assets to take on a corrupted appearance.
Settings & Comfort
What Graphical Settings are available in VR Beta?
VR players will have access to a number of settings to help further optimise their playing experience.
Below are some settings we recommend players start with as a baseline, and then adjust to match the capabilities of their specific headset and PC hardware.
If framerates and performance are good on your system, try setting some of these higher for a more detailed visual experience.
Depending on your hardware, some Basic Graphics settings may not be adjustable when playing the game in VR.
Motion Blur setting is also mirrored in the Accessibility menu, the setting applied in either location affects both.
Basic Graphics:
Resolution: Varies based on headset used
Display Mode: Matches the player’s non-VR mode preference (Windowed etc.), to be applied to the PC monitor feed outside of the headset
Anti-Aliasing Quality: Low
VSync: On
Anisotropic Filtering: x4
Main Menu Framerate: Off
Upscaler: Off
Foveation Strength: 3
Advanced Graphics:
Shadows: Low
Fog: Off
Particles: Low
Weather: Low
Crowd: Ultra Low
Ground Cover: Ultra Low
Trees: Low
Dynamic Objects: Low
Car Reflections: Ultra Low
Post-Process Quality: Ultra Low
Mirrors: Off
Skidmarks: Off
Track: Low
Textures: Low
Shaders: Low
Motion Blur: Off
What is a good refresh rate and resolution to aim for when playing in VR?
A smooth and consistent framerate will be the most comfortable and enjoyable when you play.
As a baseline, try to aim for a consistent 90hz, and change graphics settings if this cannot be achieved with the default configuration.
Headset resolution is not set in-game, you will need to make adjustments via your specific headset’s settings to find a good balance between visual fidelity and performance.
Resolution settings in-game affect the 2D display on your PC monitor. Reducing the 2D monitor’s resolution via in-game settings may result in slightly improved headset performance.
What gameplay and comfort settings are available in VR Beta?
A number of VR settings are available to help players find a comfortable balance and reduce the potential for motion sickness.
Settings that are known to have the most significant impact on comfort also display a warning message within the menu.
On/Off Settings:
3D Location Reveal: This sets whether the location reveal is presented in full 3D or displayed on the virtual monitor.
Recentre View on Boot: This sets whether the headset view is automatically re-centred when VR mode is first engaged
Recentre View on Stage Start: This sets whether the headset view is automatically re-centred before the stage countdown begins.
Toggle Driver Avatar: This sets whether the driver's body can be seen whilst racing in the driver's eye camera viewpoint.
All Driving Views: This sets whether the camera can be changed to a view other than the driver's eye viewpoint.
Toggle Car in Bonnet View: This sets whether the car model is visible when driving in bonnet view. 'All Driving Views' must also be set to 'On' to make this camera available.
Fixed Horizon: This sets whether, when driving, the view of the world remains fixed and level, or whether it rotates with the position of the vehicle.
Manual Camera Control: This sets whether the camera orientation can be affected by any other means than moving the headset.
Toggle Look Back: This sets whether the option to look backwards, while driving, is enabled.
Slider Settings:
Crash Vignette: This changes the intensity of the vignette effect that covers the outside edge of the view during significant crashes. '0' turns the effect off completely.
HUD Scale: This changes the overall size of the 'heads-up display' during racing. All components that make up this display, scale with that change. The larger the number the larger the size of the display.
HUD Position: This changes the position of the 'heads-up display' during racing, up or down, in the view. The larger the number the higher the display will appear.
HUD Distance: This changes the position of the 'heads-up display' during racing, towards or away from the initial view point. The larger the number the further away the display will appear.
Virtual Monitor Scale: This changes the overall size of the 'virtual monitor' that displays the game when not driving.
All menu components, within this display, scale with that change. The larger the number the larger the size of the display.
Virtual Monitor Position: This changes the position of the 'virtual monitor', that displays the game when not driving, up or down in the view. The larger the number the higher the display will appear.
Virtual Monitor Distance: This changes the position of the 'virtual monitor', that displays the game when not driving, towards or away from the initial view point. The larger the number the further away the display will appear.
Can the camera view be reset?
Yes. The functionality varies depending on the headset used, but there is an option to Reset VR View to the default position.
This can also be mappable via the Input Bindings menu, the default keyboard key is F9.
Additionally, as mentioned above, there are also settings to automatically recentre view on boot, and at the start of every stage.
Are there any additional comfort features?
A “take a break” reminder message is displayed in a number of non-driving areas of the game after 60 minutes of continued VR play.
This can be dismissed each time, or alternatively dismissed for the rest of your play session.
Additionally, as mentioned in the settings section above, there are a number of settings that can help improve comfort levels, the most notable being Fixed Horizon and Crash Vignette.
View Modes & Features
Are any non-driving scenes rendered in 3D?
Yes, players will be able to view the location reveal scene of each rally stage in a full 3D view.
This provides a fully immersive experience similar to standing by the road on a real stage.
It can also be disabled in the Options & Settings menu for those who wish to proceed to the Service Area more quickly.
All other non-driving scenes and menus are rendered in 2D via a Virtual Monitor and viewable from within the headset.
Is there a complementary 2D render on the PC monitor when playing in VR?
Yes, when playing in VR the PC monitor will display a representative 2D version, including menus.
This is useful for menu navigation without needing to wear the headset, and also for players who wish to record or broadcast their game on Twitch or YouTube.
Please note that the displayed resolution of the 2D render on the PC monitor may differ from the 3D view rendered within the headset.
In all 2D scenes, the Virtual Monitor from within the headset is replicated on the PC monitor.
For 3D scenes (ie: when driving and during stage reveal if enabled), the view from only one eye is displayed on the PC monitor.
Can VR players play in multiplayer modes with non-VR players?
Yes.
Are any features not available in VR?
Due to technical limitations, Photo Mode is not available at launch when the game is booted up in VR mode.
We are currently investigating ways to implement Photo Mode into VR, and if we find a solution will enable Photo Mode in VR via a future update.
Are there any “known issues” with VR Beta at launch?
As of v1.8.0’s release (and at the time of this FAQ’s publication), these are the issues we have been investigating and will aim to resolve as soon as possible:
Game may crash if the player frequently changes the Display Mode (Alt+Enter) during the “Enabling VR” dialogue screen.
Game may crash if the player turns the PC monitor off and on again while VR is active.
Game may close abruptly when the player removes and re-wears the headset, during Replays in Time Trial. (Meta Quest 2 + RTX 2070 Super)
Performance on Meta Quest headsets will drop for a period of time after enabling or disabling passthrough. This could last for around 30 seconds, though may be longer in specific scenarios.
HP Reverb does not launch the game in VR Mode by default. To fix, go to Steam VR settings > OpenXR > Change to Steam VR OpenXR
The player’s view may clip through the environment when using the dynamic camera during Replays.
Post-stage cutscenes may not focus on the vehicle after completing a Rally School lesson.
Codemasters & EA splash screens may not play or get skipped, when viewed from a headset.
For a more up-do-date list of known issues as we progress through VR Beta, please visit the WRC Technical Issues forum on EA Answers HQ.
Where can I report or troubleshoot issues with VR?
- Simplified train seating collision - Fixed missing collision on the phone divider - One of the anomalies will not return to normal after the event occurs (This is so that if other players miss it, they can still know what to mark)
Y’all wanted new big mechanics in DDS2 (and rightfully so), that got us thinking about what more we can add to the game.
So what’s a big new thing in DDS2? Melee combat! Yep, we have it now. And here is Rafal with more info:
Melee combat fits perfectly into the gameplay of DDS2. On the contrary to part 1, it introduces means to defend yourself as well as play out a more violent playstyle to achieving your goals, not turning Drug Dealer Simulator into another shooter game, which we were purposefully avoiding. Fights between players and enemies, as well as different enemy factions, bring more action, life and thrill into the world.
The enemies don't only react to the players but also start fights with each other, policemen can beat up thugs that attacked you, and you can encounter spontaneous fights between rival thugs in some areas which can sometimes escalate very quickly.
What kind of enemies are we gonna encounter in the game? There are thugs, the police and gendarmerie. These enemies will be scattered around the world, some will be patrolling an area, and some even guard places of interest, like loot, prisoners or quest objectives. As such, you will not be able to avoid fighting.
And it’s not like they all gang up on you, and you alone. Thugs do fight between themselves so sometimes you might see brawls taking place in the streets or backyards.
If you find yourself in a situation where you have to attack someone or defend yourself, you’ll have a wide range of melee weapons to choose from. From improvised weapons such as kitchen knives, pipes or wrenches all the way to actual machetes or army knives. In some areas of the world, you might get attacked by enemies holding unusual weapons: chairs, bottles, shovels, road signs and more. Sounds kinda nuts, no?
There are many ways you get into the possession of a weapon. Some you’ll find in shops, some you can loot from the environment or defeated enemies. Enemy weapons do drop damaged and get used up quick, so be careful while using those.
And of course, you can’t have fighting in a game without bosses to defeat. So, in certain places on a map you’ll encounter thug bosses who are a lot harder to defeat, duh, but also drop better loot and weapons when defeated, also duh. These bosses usually spawn with adds around them so do prepare yourself before taking on that challenge.
Fights affect your street cred as well. You might see your cred increasing after fighting thugs but in some cases, fights will impact it negatively. Violence may be a way to easily solve problems but if you are seen fighting by a police/gendarmerie (or if you fight them), you’re gonna suffer consequences.
So! Are you ready for a fight? 👀
This week's devlog is sponsored by Steele Nogans (watch full DDS1 Sitcom trailer)
This is a maintenance update to fix a couple of issues.
Changes
On Windows, the game now detects if the user has changed the mouse pointer size in the system and adjusts the position of tooltips accordingly, to avoid the cursor overlapping the text. This is a fix for the issue reported here.
Updated to latest Unity 2022.3.21, this fixes the issue of some Mac players not being able to click on the UI. Reported here.
Y’all wanted new big mechanics in DDS2 (and rightfully so), that got us thinking about what more we can add to the game.
So what’s a big new thing in DDS2? Melee combat! Yep, we have it now. And here is Rafal with more info:
Melee combat fits perfectly into the gameplay of DDS2. On the contrary to part 1, it introduces means to defend yourself as well as play out a more violent playstyle to achieving your goals, not turning Drug Dealer Simulator into another shooter game, which we were purposefully avoiding. Fights between players and enemies, as well as different enemy factions, bring more action, life and thrill into the world.
The enemies don't only react to the players but also start fights with each other, policemen can beat up thugs that attacked you, and you can encounter spontaneous fights between rival thugs in some areas which can sometimes escalate very quickly.
What kind of enemies are we gonna encounter in the game? There are thugs, the police and gendarmerie. These enemies will be scattered around the world, some will be patrolling an area, and some even guard places of interest, like loot, prisoners or quest objectives. As such, you will not be able to avoid fighting.
And it’s not like they all gang up on you, and you alone. Thugs do fight between themselves so sometimes you might see brawls taking place in the streets or backyards.
If you find yourself in a situation where you have to attack someone or defend yourself, you’ll have a wide range of melee weapons to choose from. From improvised weapons such as kitchen knives, pipes or wrenches all the way to actual machetes or army knives. In some areas of the world, you might get attacked by enemies holding unusual weapons: chairs, bottles, shovels, road signs and more. Sounds kinda nuts, no?
There are many ways you get into the possession of a weapon. Some you’ll find in shops, some you can loot from the environment or defeated enemies. Enemy weapons do drop damaged and get used up quick, so be careful while using those.
And of course, you can’t have fighting in a game without bosses to defeat. So, in certain places on a map you’ll encounter thug bosses who are a lot harder to defeat, duh, but also drop better loot and weapons when defeated, also duh. These bosses usually spawn with adds around them so do prepare yourself before taking on that challenge.
Fights affect your street cred as well. You might see your cred increasing after fighting thugs but in some cases, fights will impact it negatively. Violence may be a way to easily solve problems but if you are seen fighting by a police/gendarmerie (or if you fight them), you’re gonna suffer consequences.
So! Are you ready for a fight? 👀
This week's devlog is sponsored by Steele Nogans (watch full DDS1 Sitcom trailer)
Here's another regular update with QoL improvements and 2023 rankings for the World Tour, enjoy ! :-)
New Features :
- World Tour : rankings updated to the end of 2023 (but the 1st playable year is still 2023) - Controls : added Tab Previous & Next, and Scroll Previous & Next as configurable buttons, and added shortcuts for them in different menus - Optimization : the game now uses noticeably less memory and prevents Mods from using too much of it, so you can enjoy everything with 6 GB of RAM - Steam : enabled the "Join game" & "Invite to play" buttons in the "view game info" dialog, in the Steam friends list right-click menu (I couldn't test it, so please let me know if there's some issue :fear: )
Changes :
- Strike : very slightly lowered the loss of precision when returning a slice (as the increase in the previous Build was too strong ːsteammockingː ) - AI : the Incredible CPU now aims a bit less to the center
Bug Fixes :
- Animation : the players could do weird movements to try to look for the ball behind them if they had just missed it - Online : since the last Build, it was not possible to open the Chat with the keyboard or the in-game menu - Controls : having a strike activated by a controller axis and another strike activated by the same axis plus a button could lead to the latter strike never getting registered
It has been 5 years since MORDHAU was unleashed into the world, and to celebrate this momentous occasion we have been busy working on a brand new game mode, cosmetics and some great new giveaways to those who play the game during the anniversary event!
Enjoy the trailer for our new game mode - Demon Horde
5 Year Anniversary Event - April 29th to May 13th 2024: Players joining the game during this time-limited anniversary event will be rewarded with an exclusive in-game emblem and banner to commemorate MORDHAU’s legacy. Plus, enjoy extra GOLD and XP throughout the event.
Demon Horde: As part of the anniversary patch, the Horde Mode has undergone a substantial overhaul. This classic game mode is revitalised with revamped maps, inventory system enhancements, skill tree adjustments, the introduction of new NPC adversaries, and an array of fresh weaponry. Did somebody say “Blunderbuss”?
New Map Variants: Castello, Mountain Peak and Totenwald have undergone a hellish transformation, infused with demonic energy and swarming with fresh enemies.. Amidst the chaos, the players must navigate through a variety of objectives, each demanding a different approach, culminating in a final battle.
Difficulty scaling - Prestige: We are introducing a new difficulty scaling system in the Demon Horde maps - Prestige. Consecutive wins will increase the Prestige level by 35%, while consecutive losses will reduce it by 20%. This feature ensures that the challenge level dynamically adjusts according to player performance.
Horde Skills rework: Many of the existing Horde skills have been updated to work with the new Demon Horde mode and offer returning players a broader range of options to tailor their gaming experience.
Blessed Weapons: Players will have the ability to bless weapons at Altars for a fee, granting them enhanced damage and giving them new abilities or alterations. We have also introduced new weaponry to combat the demonic forces. Can you find them all?
New DLC Content: Introducing the Adventurer Pack, consisting of four unique armour sets incorporating fantasy elements.
At Triternion, we extend our heartfelt gratitude to our community. Your support and dedication have been the cornerstone of our journey thus far, and we are deeply thankful for every moment you've stood by us. As we reflect on the years gone by, we remain humbled by your trust and inspired by your passion. Thank you for being an integral part of our story—we are truly grateful.
The Triternion Team
You can find the full change log below.
Patch #29 04/29/2024
General
New game mode - Demon Horde
Maps
Fixed the objective-skip exploit on Castello and Totenwald
Totenwald - Added anti-toolbox area to inner attic
Castello - Fixed weapon collision with bushes
Grad - Fixed an invisible wall near the gate
Horde - Demon Horde
Added Demon Horde Castello map
Added Demon Horde Mountain Peak map
Added Demon Horde Totenwald map
Removed non-Demon Horde maps from official Horde server rotation during the duration of the 5th Anniversary event. All Horde maps can still be hosted on community servers
Skins
Added Spiked Club skin for the Eveningstar
Added Gambeson Tunic, Arms and Hands skin
Added new DLC - Adventurer Pack, which includes:
Arkanist complete armor set and the Arkanist Staff
Fallen Knight complete armor set and the Fallen Knight Messer and Heater Shield
Huntsman complete armor set and the Huntsman Longbow
Warrior complete armor set and the Warrior Waraxe
UI
Fixed Horde customization not being saved after switching armor tier
Fixed Horde action button description
Added “Official Only” filter to the server-list search
Updated unofficial server naming limitations to combat offensive terms
Fixed scoreboard action-menu bug that caused the loss of focus on the desired player when the selected player would change the positioning on the scoreboard
Fixed input soft-lock caused by circle saw killing character on respawn