Some players have encountered a very strange bug when trying to join, the characters spawn in on the far right of the screen, outside the level. This update detects that situation and automatically tries to correct it by spawning the character at the top center of the screen and giving them a random colour. If you're one of the players experiencing this, please let me know. Comment here or join my Discord.
Also some players commented that they prefer the control feel of the "Legacy" version, so this update includes a super secret "Physics tweaking mode" that will let you change these values and share the results with me for inclusion in the next update! Comment here or join my Discord if you want to help out!
Continuing the topic of clusters (clans), when a cluster gets a base in the wasteland, it can participate in wars.
War
Two clusters take part in the war, one of which is the attacking side, and the other is the defending side. The warring parties are not subject to the rules of justice, even in safe sectors.
To declare war on another cluster, you must meet several conditions:
Your cluster must have a base in the wastelands, which you must designate as "headquarters" (1 base — 1 war).
The cluster you want to attack must also have a base in the wastelands.
You must have 100000.0 credits in one of the deposits.
After the declaration, there is a 24-hour buffer period for preparation.
In the game, enemy transports will be marked with a special icon.
The war ends if:
The attacking or defending cluster has disintegrated.
If the war is not «mutual» and the attacking side could not pay the fee.
The attacking or defending cluster no longer has a base in the wasteland.
The headquarters of the attacking side has been destroyed.
Both sides agreed to the status quo.
Mutual war
If the defending side decides to make the war «mutual», then the attacking side no longer needs to pay a fee. However, it will not be possible to end the conflict for this reason either. You will have to negotiate or fight until the very end. }8)
Thus, it is better not to overestimate one's capabilities for those who want to start a war.
Siege
To end the war or weaken the enemy, it is necessary to besiege the opponents' sectors.
Of course, you cannot just come to an enemy sector and destroy their entire base :).
Before starting the siege, the attacking side needs to find a «hacking device» in order to hack the portal in the opponent's sector. This is an expensive device, and it can be obtained by participating in faction wars.
Sector owners must specify the time interval when the sector can be attacked.
The attacking side must hack the portal during this interval.
It is also possible to hack portals that have already been hacked. For example, a defending cluster or their allies can hack an already hacked portal in order to cut off possible reinforcements.
As many clusters as there are entrances to the portal can simultaneously attack a sector. A sector with only one entrance is a very secure sector. However, attackers can alternately hack the portal one after another (but this will not be the cheapest operation).
Only those who currently own the teleport or for whom it was assigned after the siege completion timer are considered attackers. This is important for the condition of ending the siege.
After hacking the portal:
The siege mode in the sector is activated for 1 hour.
The teleport that was hacked will start to let all members of the cluster into the sector, even if the policy did not allow it before.
There will be a field at the exits from the teleport that jams radars in order to slightly level out the problem of killing while loading.
After the structures are destroyed, they will no longer be restored, including the main base.
Statistics will begin to be displayed at the top of the screen: number of attackers, timer and base status.
Ending the siege
After an hour, hacked portals return to normal operation, and if the local policy is set up correctly, reinforcements for the attackers will no longer arrive (however, if the policy says to let everyone in, they will be able to do so).
After the timer, the siege continues until all attackers in the sector are destroyed.
Destroying the base also ends the siege.
(of course, the base doesn't have so little HP, this is just for demonstration)
If the base is destroyed:
All property located in the warehouses of players and clusters will be lost or remain in debris.
All orders on the market that are located at this base will be destroyed.
Players who are at the base at the time of destruction will lose their transports and go to the capital.
This week, we'll be releasing a new patch for SCP: 5K; version 0.14.1. This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!
Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.
GAMEPLAY/UX
Added checkpoints to Area 12:
3 checkpoints in Part 1
1 Checkpoint in Part 2
1 Checkpoint in Part 3
Re-Added Stribog SP9A1, with new model, textures, animations and sounds
Added PVP-refined layout to outpost axiom PVP
Made storage room loaded while in generator room in area 12
removed collision from vines that slither out of the way during the dorms sequence
Added handling for server quit to main menu
Moved alarm position of final obj on outpost axiom
Lowered AI shooting target downwards
Increased AI recoil compensation to reduce chance of headshot
Added the ability for gamemode overrides to be included in map rotations
Added some additional enemy spawns to logistics to keep the player on their toes
Increased zombie hearing radius
Added new SCP-3199 encounter in logistics
Added some additional weapon pickups in logistics
Slightly increased ADS speed across the board
Slightly increased base sway speed
Increased MP5K smooth aim and decreased post-fire alignment in ADS
Added UI to indicate laptop objective progress in antarctica
Added UI indication for new objectives to aid attention
Made zombies move while attacking
Adjusted objective wording for improved objective flow on Area 12 part 2
AUDIO/VISUALS
Increased maximum hearing distance for gear footsteps and increased footstep audibility
Added Post process effects when damaged
Slightly reduced motion blur amount
Added water audio to rising water in prison section
Added basic gore to zombies
Added previously unused Radial blur effects to suppression
Added snow footsteps to zombies
Made night time in outpost axiom darker
Implemented new tonemapping settings for better contrast and visibility
Reduced camera animation while aiming
Added new first person arms mesh for UIU
OPTIMIZATION
Added LODS to weapons that were missing them
Optimized collision on some objects
Disabled IK traces on dedicated server
Disabled Overlap events
Optimized FPSTracer Tick
Disabled tick on unneeded objects
Optimized Component attachments
Added collision aggregation to modular assets to improve performance and reduce hitching
Converted common objects to use push based networking, improving server and P2P performance
Optimized barrel and ceiling dust trails
Optimized spore particles
Optimized pulsing and carpet materials
Optimized/removed some dynamic lights in dorms
Optimized culling in dorms
Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
Fixed some LOD issues and missing LODs in antarctica
Updated in-game credits
FIXES
Fixed crash on server when displaying the notify on end of Antarctica
Fixed a crash in SCP173BController GetChances when there were no observers
Fixed crash in SCP173Subsystem due to stale pointers in potential observers
Moved crash data to be earlier in game instance Init to catch more crash scenarios
Fixed a crash on startup due to getting steam stats
Fixed a crash when re-attaching an attachment to the same weapon
Fixed 173 not de-spawning at start of generator room
Fixed attachments not appearing on picked up items
Fixed errors when attaching lasers in customization
Fixed flashlight attachments not being on the correct perspective
Fixed lasers showing as third person when in first person
Fixed lasers showing when disabled on other clients
Added a bit more ammo and health pickups to canals
Fixed outer elevator door in Prison not being in the right players
Fixed a stuck spot in Water Treatment
Fixed PVP score not initializing
Fixed zombies sliding along walls when attacking doors
Reduced bloom in night vision
Fixed leaning not working over low cover
Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
Fixed some broken shadow offsets on materials
Fixed respawn requirements appearing on screen when alive
Added some missing backer names to the backer wall and credits
Fixed mission items passing on if restarting or switching settings
Fixed some lobby behavior causing the lobby to join an empty session
Fixed equip animation not playing on Tactical Knife
Fixed errors from tracers delaying after object pools were destroyed
Fixed squid spawning behind vending machines
Fixed some navigation issues in logistics
Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
Redid streaming layout for Dorms to be more reliable and have less hitches
Fixed individual maps not being selectable in map vote
Fixed Area 12 always being added to map rotations
Separated movement roll to fix extreme scope shadow while moving left and right
Fixed cover generation missing corners if they are facing the wrong direction
Fixed a bug where melee attacks would always register as failing for AI
Fixed AI not being able to see through glass in some places in Chapter 2
Fixed missing kill volume in water treatment
Made characters drop primary instead of equipped weapon by default on death
Added angle limit to look at point to reduce the chance that AI will headshot while honing in
Reworked lift changing direction to be more reliable
Fixed lift getting stuck/flipping direction at end
Fixed blur in zoomed scopes at distance
Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
Fixed Gore and splatter resources not loading correctly on enemy spawn
Fixed character last hit not being replicated
Fixed game ending if someone leaves during pre-game
Fixed alarm BP not always triggering
Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
Fixed Issue where the Head Bobbing was not being modified by the game settings
Fixed the issue where the Killed By UI was not displaying
Fixed suppression activating after a tracer had finished
Fixed zombie/footstep audio being muffled when behind you
Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
Fixed some stuck spots in wave survival
Fixed crab getting stuck on door in prison
Fixed previous loadouts applying when restarting or from map vote
NOTABLE KNOWN ISSUES
Zombies occasionally get stuck in doorways
UI sometimes disappears after restarting game
Players can get stuck in objects after vaulting
Zombies can appear frozen in place at low LOD after dying far from the player
Event Period: 6/25/2024 (Tue) after weekly maintenance - 7/23/2024 (Tue) before weekly maintenance
Mercenaries can now make or receive requests for equipment crafting in each Expertise!
Take a screenshot while visiting a player receiving requests and write a review, or create a marketing slogan to attract more requests.
Reward Information:
If more than 70 screenshots are entered through our Discord event channel, #perfect-market, then all players will receive 15 GM Coins during the 7/23/2024 (Tue) weekly maintenance.
If there are not enough participants, only those who participated will receive a coupon code.
You may not participate multiple times.
Information Needed to Participate:
Server:
Screenshot:
Expertise request review or marketing slogan to attract requests:
We've mentioned before how we truly appreciate all the creators and streamers who are hyped to dive into Delta Force: Hawk Ops. As part of our commitment to creators, we'll be attending TwitchCon Europe 2024 to meet talented streamers from across the region.
Taking place in Rotterdam, the Netherlands, TwitchCon Europe 2024 runs from June 29-30. We'll be boots-on-the-ground with a playable build of Delta Force: Hawk Ops, and those in attendance are welcome to swing by and put the game through its paces.
We're excited to showcase how you can grow your community with Delta Force: Hawk Ops, and we'll also be offering some surprise Delta Force goodies - so don't be shy, come say hi!
For those who can't make it, our closed PC Alpha Test kicks off in July. Check out our FAQ to make sure you're all set for next month: Upcoming PC Alpha Test FAQ