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  1. Developer Note – The December 2021 Update is focused on bringing some new, highly anticipated features to you as well as taking a pass at improving the experience with our Veteran and Nightmare difficulties. Various adjustments to our card system, Ridden, spawning systems, weapons, and Cleaners detailed below contribute towards these difficulty improvements. As we previously mentioned, we’ll continue to improve the Back 4 Blood experience and look forward to your feedback on our December 2021 Update!
  2.  
  3. Follow along with our Trello board (http://bit.ly/B4BTrello) to track upcoming new features, balance changes, and major bug fixes. Note that our Trello Board, and this list of fixes, are not exhaustive.
  4.  
  5. NEW FEATURES
  6. Offline Campaign with Progression
  7. New Supply Lines – Roving Merchants
  8. Time-limited track added that provides new unlocks to spend Supply Points on
  9. New Card Type – Burn Cards
  10. New card type added that is available through the Roving Merchants Supply Lines
  11. This card type can be played in each Saferoom to gain temporary effects like instant healing, currency boosts, increasing resistances, and more
  12. Holiday Seasonal Event
  13. Holiday decorations added to Fort Hope and the Firing Range
  14. Unlockable seasonal character skins, weapon skins, emblems, and sprays added
  15. New (non-Burn) Cards
  16. Belt Clip – Increase Quickslot Inventory by 1
  17. Utility Belt -Increase Quickslot Inventory by 2. -10% Damage Dealt
  18. Tool Belts – Increase Team Quickslot Inventory by 1
  19. Ridden Practice Area added to Fort Hope
  20. Option added to play as a Ridden while in Fort Hope to practice fighting and exploring Mutation abilities
  21. Bots that accompany the player in Campaign are randomized
  22. Ultrawide improvements
  23. Stat tracking now enabled in Training
  24. Notable bug fix: Fixed an exploit that allowed players to duplicate offensive utility items
  25. Notable bug fix: Fixed an exploit that allowed players to select one card instead of duplicates
  26. CAMPAIGN UPDATES
  27. General
  28. Developer Note: We made the following changes to make the controls on PC feel more snappy.
  29. Increase player acceleration to 2100 (was 1900)
  30. Brake friction to 7 (was 6.5)
  31. Player starts with max ammo when beginning a run
  32. Cleaner hitboxes are more accurate, reducing accidental friendly fire
  33. Aim assist when targeting armored commons is improved
  34. Friendly fire damage no longer increases with each weapon tier
  35. Healing Efficiency now improves temporary healing
  36. Bots now keep their existing inventory and upgrade their weapons with each map
  37. Made improvements to saving individual matchmaking settings in Quickplay, Campaign, and Training runs
  38. Added clarification to the “Leave Game” prompt while in a party
  39. Smoothed out player collision near the Ogre’s spawn points
  40. ZWAT achievements now also grant the ZWAT Team title
  41. Added one additional card draw to Acts 2 and 3
  42. Improved the navigation of large special Ridden between the first and second objectives on Search and Rescue: A Clean Sweep
  43. The jukebox can no longer be damaged after the last bus is loaded on Search and Rescue: Bar Room Blitz
  44. The remaining research boxes will be highlighted after a certain amount of time has passed on Dr. Rogers’ Neighborhood: T-5
  45. Improved navigation for special Ridden inside of the saferoom on Dr. Rogers’ Neighborhood: Garden Party
  46. Made improvements to collision around the mortuary for Ridden and Cleaners on Remnants: A Friend in Need
  47. Adjusted the waypoint for the gate objective on Remnants: The Road to Hell
  48. Added additional spots for Ridden to enter the quarantine area if the one way door is closed on Remnants: The Road to Hell
  49. Readjusted the appearance of an NPC in Job 10:22: Heralds of the Worm, Part 1 for consistency in Campaign and Training modes
  50. Confirmation is now given immediately after reporting a player
  51. Changes have been made to the Credits
  52. Speed Card Updates
  53. Developer Note: We noticed that the use of speed running decks was creating tension between players as a single player would utilize a speed running deck to separate from the rest of their team to rush ahead to finish the level. We made the following changes to bring speed running more in line with the viability of other strategies and builds.
  54. Evasive – Speed reduced to 15% (from 20%)
  55. Fleet of Foot – Move Speed bonus reduced to 8% (was 10%)
  56. Fleet of Foot – Damage Resistance trade off increased to -7% (was -5%)
  57. Mad Dash – Stamina Efficiency reduced to -40% (was -30%)
  58. Olympic Sprinter – Damage Resistance trade off increased to -7% (was -5%)
  59. Pep in your Step – Move Speed bonus reduced to 8% (was 10%)
  60. Rhythmic Breathing – Stamina bonus reduced to 40% (was 60%)
  61. Rhythmic Breathing – Now +40% Stamina, removed drawback -20% slow resistance
  62. Run Like Hell – Changed to remove the Move Speed buff for 3 seconds when getting hit
  63. Run Like Hell – Move Speed bonus reduced to 12% (was 15%)
  64. Speed Demon – Move Speed bonus reduced to 4% (was 6%)
  65. Stimulants – Card Refactored. No longer gives move speed. Now gives 20% stamina regeneration, increased reload to 15% (was 10%), & increased swap speed to 15% (was 10%)
  66. Combat Card Updates
  67. Developer Note: We received feedback that players did not feel that slow and steady combat was as viable as other strategies. Additionally, we wanted to balance the nerfs to speed running in general. We’ve refactored and buffed the following combat cards to make combat more viable.
  68. Cold Brew Coffee – Now ADS Speed +25%, Weapon Swap +25% ,Use Speed +25%, Reload Speed +15%
  69. Combat Training – Removed 50% bullet penetration. Added +1 bullet stumble and +5 melee stumble
  70. Combat Training – Now +5% bullet damage, +25% Bullet Stumble
  71. Energy Drink – Stamina reduced to 15% (was 40%), Removed -5% damage resistance, Added Weapon Swap +25%, Move speed while firing +15%, Slow resistance +10%
  72. Highwayman – Tooltip update to include all secondary weapons, ammo chance increased to 3% (was 2%), now has a chance to spawn Molotovs
  73. Large Caliber Rounds – Now +7.5% bullet damage damage, +200% bullet pen, penalty removed
  74. Line ‘Em Up – Now Range fall off +10%, Recoil Control +15, Bullet Pen +25%, ADS speed +25%. No longer requires ARs
  75. Marathon Runner – No longer disables sprint
  76. Developer Note: Intent with this is to enable kiting.
  77. Mugger – Ammo chance increased to 3% (was 2%), now has a chance to drop razor wire
  78. Patient Hunter – Reduced time per stack to 0.75 (was 1)
  79. Power Swap – Effect can no longer be stacked
  80. Power Swap – Weapon swap window increased to 1 second (was 0.75)
  81. Power Reload – Reload window increased to 1 second (was 0.75)
  82. Silver Bullets – Now +10% bullet damage, +15% to range falloff, penalty removed
  83. Steady Aim – Added a stacking buff while ADS with that gives 10/20/30% recoil reduction over 2.25 seconds
  84. Tunnel Vision – Added stat that increases weak spot damage the longer player is in ADS 5/10/15% over 2.25 seconds
  85. Team Ammo (Vendor card) – Now also gives +1% increased damage
  86. Well Fed – Removed 20% stamina efficiency
  87. Healing Card Updates
  88. Developer Note: In addition to the combat card buffs, we’ve made the following changes and buffs to healing cards.
  89. Fresh Bandage – Now heals 15 health at the start of each level
  90. Fresh Bandage – Trauma recovery increased to 15 (was 10)
  91. Developer Note: This was buffed to mitigate the loss of trauma heal on Experienced EMT
  92. Group Therapy – Heal increased to 8 (was 5)
  93. Life Insurance – Life reduced to 1 (was 2), Now reduces team incap trauma by 15%, Remove copper loss
  94. Needs of the Many – Health penalty reduced to -10 (was -20%)
  95. Pep Talk – Now gives 3 flat damage resistance from all sources while reviving & grants 10 health to the revived target
  96. Saferoom Recovery – Now also heals 15 health and trauma recovery up to 7 (was 5)
  97. Developer Note: This was buffed to mitigate the loss of trauma heal on Experienced EMT
  98. General Card Updates
  99. The cards Share the Wealth, Box O’ Bags, Surplus Pouches, Experienced EMT, and Saferoom Recovery no longer apply their effects an additional time after a team wipe
  100. Developer Note: We identified a bug where a number of cards were applied more or not as intended after a team wipe.
  101. Team ammo cards on the vendor now give a 1% damage increase
  102. Adrenaline Fueled – Card Refactored. No longer gives bonus stamina, no longer reduced stamina regen, no longer gives instant stamina, fueled stamina regen now stacks 5 times and gives 7 stamina over 7 seconds
  103. Ammo Mule – No longer disables support items, but lowers move speed by 5%
  104. Bounty Hunter – Updated text to mention contributing team kills
  105. Experienced EMT – Card Refactored. Bonus Health reduced to 10% (was 20%), now also increases Stamina and Stamina Regen 10%
  106. Card was refactored to make it usable in more situations.
  107. Experienced EMT – No longer heals trauma
  108. Developer Note: Due to the bug fix where this card was applying its effect more than intended, this ended up healing trauma which was not intended. We have buffed other cards such as Fresh Bandage and Saferoom Recovery to mitigate this change as well as adding a free first aid cabinet recharge to Nightmare.
  109. Energy Bar – Stamina Regen increased to 30% (was 20%)
  110. Hyper-Focused – Adjusted penalty to -40% move speed while shooting or melee attacking (was -75% ADS move speed)
  111. Wooden Armor – No longer increases explosion damage take
  112. Corruption Card Updates
  113. Corruption Boss cards will no longer appear at the start of an Act
  114. Developer Note: These cards were causing a difficulty spike in all difficulties. We want players to have more time to prepare for bosses and later chapters.
  115. Hag will no longer spawn with The Fog corruption card
  116. Developer Note: The Hag was stacking with boss objectives, causing a difficulty spike in all difficulties.
  117. Fog’s maximum density reduced for Gloom and The Fog corruption cards
  118. Breakers removed from all difficulties of Search and Rescue: Book Worms
  119. Balance Updates
  120. All guns set to have the same Aim Assist snap length-duration
  121. Aim Assist now locks onto the center of Sleeper base instead of the body
  122. Aim snap time reduced to 0.1 seconds (was 0.25)
  123. Made Aim Assist feel smoother when aiming at targets
  124. Bird’s health reduced to 1 (was 10)
  125. Flash Grenade damage reduced to 1 (was 5)
  126. M16’s damage increased to 16 (was 14)
  127. Burst M9’s damage increased to 12 (was 10)
  128. Razor Wire is now a Quick Slot item
  129. MP5 – Fire rate increased to 50%
  130. Developer Note: decreased functionality was not intended, the MP5 is now in line with expectations.
  131. 870 – Fire rate reduced to 0.40 (was 0.55)
  132. Combat Knife – Increased combat attack width
  133. Lightweight Stock – Blue attachment movement speed buff reduced to +7.5% (was +10%)
  134. Lightweight Stock – Purple attachment movement speed buff reduced to +10% (was +15%)
  135. Nightmare and the shooting range in Fort Hope now multiply base friendly fire damage values by 2x
  136. Balance Updates – Difficulty Specific
  137. Developer Note: One of our goals this patch is to decrease the disparity between the various difficulties so there isn’t as much of a jump from Recruit to Veteran to Nightmare.
  138. Recruit:
  139. Player base damage resist increased to 25% (was 20%)
  140. Continue currency bonus increased to 300 (was 250)
  141. Continue Heal bonus increased to 75 (was 25)
  142. Continue Trauma heal bonus increased to 25 (was 20)
  143. Veteran:
  144. Rescaled friendly fire values
  145. Sleepers no longer call hordes
  146. Player base damage increased to 120% (was 100%)
  147. Player base Health increased to 115 (was 100)
  148. Player Base ammo capacity increased 120% (was 100%)
  149. Trauma heals per safe room +5 (was 0)
  150. Continue currency bonus increased to 200 (was 150)
  151. Continue Heal bonus increased to 25 (was 15)
  152. First aid cabinet free use increased to 2 (was 1)
  153. Nightmare:
  154. Rescaled friendly fire values
  155. First aid cabinet free use increased to 1 (was 0)
  156. Special damage reduced by 35% (was 75%)
  157. Common damage reduced by 50% (was 100%)
  158. Nightmare extra trauma from incap reduced to 5 (was 10)
  159. Reduce nightmare stumble resist on nightmare 25% (was 40%)
  160. Reduced nightmare special health buff to 7.5% (was 15%)
  161. Continue currency bonus increased to 100 (was 0)
  162. Continue Heal bonus increased to 10 (was 0)
  163. Continue Trauma heal bonus increased to 5 (was 0)
  164. Continue Card draw bonus increased to 1 (was 0)
  165. Continue Ammo bonus increased to 15% (was 0)
  166. Extra incap trauma reduced to 7 (was 10)
  167. Spawning Updates
  168. During endless Hordes and back-to-back hordes, all Horde Special Ridden are limited to 2 of a given type and a maximum of 4
  169. Added a Horde Special Ridden cooldown
  170. Developer Note: This helps avoid the doubling of Specials when multiple hordes are triggered.
  171. Timed Hordes made to have a longer minimum resume time of 60 seconds (was 30) with the exception of custom events.
  172. Developer Note: If you triggered a horde while having a timed horde, it was possible to have the timed horde trigger too soon after the initial horde.
  173. Roaming Special max count now 4 (was 6)
  174. Developer Note: Limits the potential Special counts in certain situations.
  175. Reduced chance for all Tallboy variants on Veteran and Nightmare difficulties
  176. Increased Roaming Special minimum spawn distance to 30m (was 20m)
  177. Increased Wander Special minimum spawn distance to 10m (was 5m)
  178. Ridden AI Updates
  179. Blighted Ridden no longer deal instant explosion damage when they die
  180. Special Ridden’s defense against bullet penetration to weak spots has been reduced
  181. Sleepers will more accurately connect with their targets
  182. Tallboy & Bruiser hit boxes are more accurate and their weak spots are easier to hit
  183. Developer Note: we cleaned up the Tallboy’s hit boxes to make them easier to hit. It should now be possible to hit their weak spot from the front if you have a precise weapon.
  184. Developer Note: The following changes make their attacks a bit more forgiving to dodge.
  185. Tallboy & Smasher Overhead attack damage radius reduced to 200 units (was 250)
  186. Tallboys have less ability to turn during a Burst traversal
  187. Decreased Crusher squeeze attach distance for squeeze attack to 200 units (was 300)
  188. Vomiter’s effective range in meters decreased to 22 (was 25), tracking and ramp up time adjusted to work better
  189. Vomiter will rotate slightly slower and will track the target for slightly longer during vomit attack (2.25 seconds from 1.6)
  190. Vomiter projectile spray starts at a lower velocity now (75% of max instead of 90% of max) and ramps up to max velocity over a longer period of time (0.75 seconds instead of 0.4 seconds)
  191. Exploder’s explosion radius is now visible to the Ridden player
  192. Developer Note: With the following changes, the Hocker’s ability should not be used as much, should be easier to dodge, and you should not take as much damage if an attack landed.
  193. Hocker pin projectile speed reduced to 2500 (was 3500)
  194. Hocker pin miss cooldown increased to 8 seconds (was 0)
  195. Hocker pin hit cooldown increased to 8 seconds (was 2)
  196. Hocker initial damage reduced to 5 (was 10)
  197. Hocker damage over time increased to 3 (was 2)
  198. Hag health reduced to 7500 (8200)
  199. Hag weak spot multiplier increased to 2.25 (was 2)
  200. Stinger projectile cooldown while perched increased
  201. Developer Note: When the Stinger was perched, there was no cooldown on her projectile so she was able to rapidly attack Cleaners.
  202. SWARM PVP UPDATES
  203. General
  204. Facial icons now appear when Ridden players ping Cleaners
  205. All Cleaner dialogue for pinging special Ridden is now audible to Ridden players
  206. Survivor nameplates are visible to Ridden players
  207. Card Updates
  208. Inspiring Sacrifice – Sound effects volume reduced when effect is active
  209. Balance Updates
  210. General
  211. Added leaver penalty warning popup in Fort Hope after leaving a PvP match
  212. Cleaners
  213. Cleaners now start each round with full ammo
  214. Ridden
  215. Mutation Points from players that disconnect in Swarm mode are now redistributed to their remaining teammates
  216. Each player’s Mutation Points are now visible on their party frames
  217. Hocker pin duration reduced back to 7 seconds (was showing 9999 on some pins)
  218. Hocker pin damage reduced initial damage to 5 (was 10), increased the damage over time to 3 (was 2)
  219. CONTROLLER UPDATES
  220. Aim Assist Strength slider has been replaced by two separate sliders for Aim Assist Friction and Aim Assist Magnetism for Gamepad in the Options menu
  221. Added options for Camera Acceleration (On/Off), Camera Movement (Linear/Exponential), and Player Movement (Linear/Exponential) to the Gamepad tab in the Options menu
  222. UI/UX UPDATES
  223. Cleaners being pursued by a Hag will now see a corresponding screen effect to indicate this
  224. Can now easily duplicate decks in the Deck Manager
  225. “Camera Smoothing Duration” has a slider added in the Options menu
  226. Field of View options sliders separated for Cleaners and Ridden in the Graphics Options menu
  227. FOV settings better support Ultrawide/ Multimonitor configurations
  228. Added an option to toggle Blood / Vomit / Mud Drench in the Options menu
  229. Added an option to set “Audio Input Device” in the Audio Options menu
  230. The “Mute All” option is now toggled off automatically when you return to Fort Hope
  231. Toggling VOIP on/off in options will enable/disable the other voice-related options & volume sliders. Warning message will say why it’s disabled
  232. Improved the contrast and brightness of graphics on Xbox Series X
  233. Jukebox tracks are now controlled by the Music slider instead of the SFX slider
  234. Subtitles are now off by default
  235. Social menu can now be brought up by selecting a player’s own banner in the Campaign menu
  236. Updates to NVidia DLSS requires NVidia Driver 471.11 or later
  237. BUG FIXES
  238. Fort Hope
  239. General
  240. Fixed an issue where players were not able to rejoin a private party from another player’s Fort Hope
  241. Fixed an issue where damage numbers did not appear after changing characters in Fort Hope
  242. Fixed an issue where the target dummy wouldn’t should consistent damage numbers in Fort Hope
  243. Fixed camera view not resetting properly after dying while aiming down sights in Fort Hope
  244. Fixed an issue where using the “Toggle Active Cards” key could disable the player’s HUD in Fort Hope
  245. Fixed an issue where weapon skins were not always displaying properly in first person at Fort Hope
  246. Campaign
  247. Cards
  248. Fixed Avenge The Fallen card showing an infinite amount of items in the offensive slot when active
  249. Fixed Blood Donor card not playing its sound effects for the correct duration of time
  250. Fixed Buckshot Bruiser reducing normal heal when temporary health decayed over time
  251. Fixed Evasive Action card’s effect not triggering when the player was stomped by an Ogre
  252. Fixed Field Surgeon card not applying the proper amount of negative use speed
  253. Fixed Life Insurance card subtracting more copper than intended after a team wipe
  254. Fixed Money Grubbers card having a discrepancy with the card values
  255. Fixed Multitool card not applying -5% Damage resistance
  256. Fixed Rousing Speech card having an incorrect incap trauma resistance of 80% instead of 20%
  257. General
  258. Fixed an issue where a late joining player’s ownership of a character could be lost if another player late joined the game
  259. Fixed an issue where the The Lightning Strike skin for the Hatchet did not appear in 3rd person
  260. Fixed an issue with the Combat Pro skin not displaying correctly on the Beretta M9
  261. Fixed an issue where precision kill buffs were not activated from player and deck cards
  262. Fixed an issue with all melee cards that did not function properly after a kill activation
  263. Fixed an issue with Molotov flames not doing the right amount of damage to Ridden
  264. Fixed an issue where jumping while sprinting wouldn’t consume additional stamina
  265. Fixed an issue where Gunfire sound effects persisted on splash screens when the party host left the game
  266. Fixed an issued where the player’s camera may snap up to 180° when entering ADS
  267. Fixed damage numbers appearing twice when shooting at Ridden weakspots
  268. Fixed the missing low ammo indicator when the clip is low, but ammo pool is infinite
  269. Fixed certain weapon upgrades increasing damage by 25% when it should have been 20% and adjusted tier 1 weapon damage to compensate for this change
  270. Fixed an issue causing players to aim down sights if the “Hold to ADS” option was off while healing a teammate
  271. Fixed an issue where the “Give Up” prompt that was not properly displaying when the player was incapped a second time after taking over an incapped bot
  272. Fixed an issue where bots were able to free each other remotely
  273. Fixed an issue where bots would lose their accessories after a level transition
  274. Fixed an issue where AI character cards stopped working after a team wipe
  275. Fixed an issue where NPCs took friendly fire damage on Recruit difficulty
  276. Fixed an issue where NPCs in saferooms are killable by players
  277. Fixed an issue where the secondary objective timer could stop counting down after accessing the vendor
  278. Fixed an issue that could result in 5+ players in a match when a player late joined
  279. Fixed an issue with shotgun reload animations playing multiple times
  280. Fixed an issue where players did not receive act achievements and accomplishments if a player died before reaching the saferoom
  281. Fixed an issue with player shadows when illuminated by flashlights during The Dark and Gloom corruption cards
  282. Fixed an issue where player loadouts were not being saved when they leave and rejoin after a map transition
  283. Fixed an issue where players could still shoot while grabbed by the Ogre
  284. Fixed an issue where the completion date could disappear from completed achievements when browsing the Accomplishments menu
  285. Fixed icons for accomplishments that were not updating properly in the Accomplishments menu
  286. The Devil’s Return: Resurgence
  287. Fixed a rare issue where the bridge lacked collision
  288. The Devil’s Return: The Crossing
  289. Fixed an issue causing Coach to not give C4 instantly to players that were all gathered at the bridge
  290. Fixed an issue where Coach was not giving players the C4 charges when players were more than halfway across the bridge
  291. Search and Rescue: Book Worms
  292. Fixed an issue that was preventing players from rescuing teammates from a rescue pod located on the second floor of the library
  293. Job 10:22: Heralds of the Worm, Part 1
  294. Fixed an issue where more than one Ogre card played per map after a team wiped
  295. Dark Before the Dawn: Special Delivery
  296. Fixed an issue where the supply box could be lost in the saferoom
  297. Blue Dog Hollow: Bad Seeds
  298. Fixed an issue where the kill feed was reporting the incorrect source of damage when players died in the river
  299. Blue Dog Hollow: Abandoned
  300. Fixed an issue preventing bots from reaching the tow truck
  301. Blue Dog Hollow: The Sound of Thunder
  302. Fixed collision issues with Ridden on the Howitzer
  303. Plan B: The Broken Bird
  304. Fixed an issue causing the helicopter to be misaligned
  305. Dr. Rogers’ Neighborhood: Farther Afield
  306. Fixed outlines for NPCs remaining on screen after the player was an appropriate distance away from the saferoom
  307. Dr. Rogers Neighborhood: Cabins by the Lake
  308. Fixed an issue that caused the game coach to repeat after delivering the battery to the gate
  309. Dr. Rogers’ Neighborhood: Blazing Trails
  310. Fixed an issue causing the Ogre to become stuck and unresponsive
  311. Dr. Rogers’ Neighborhood: T-5
  312. Fixed a crash that could occur when the player quit to Fort Hope
  313. Remnants: Making the Grade
  314. Fixed an issue causing [BOT] Holly to not have a deck
  315. Fixed an issue where players could lose the battery if it was dropped in certain areas
  316. Ridden
  317. Fixed an issue where the hag played the wrong animation when affected by a flash grenade
  318. Fixed Ferocious Stalkers not healing while dealing damage
  319. Fixed an issue where Stinger death sound effects did not always play
  320. Fixed an issue where Hocker sound effects could still be heard after its death
  321. Fixed an issue that was allowing bots to continue moving while they were pinned by the Hocker’s Impale attack
  322. Fixed Blighted Ridden sound effects, which now only play while the Blighted card is active
  323. Fixed an issue causing Ridden corpses to be missing half their body upon death
  324. Fixed an issue where fire effects did not display on Hags hit with a molotov
  325. Swarm PvP
  326. Ridden
  327. Fixed an issue where Ridden spawn visual effects did not appear
  328. Fixed Tallboy’s Tier 3 Utility upgrade to reset properly after each overhead attack
  329. Fixed an issue where playable Reekers and their variants could become stuck inside collision when charging and mantling over objects
  330. Fixed the Stinger’s Kill Frenzy effect to last 10 seconds
  331. Accessibility
  332. General
  333. Fixed the red text on incap when players have Protanopia selected as the colorblind settings
  334. UI/UX
  335. General
  336. Fixed an issue where players were unable to replay the tutorial from the main menu
  337. Fixed HUD not displaying properly on Ultrawide resolutions
  338. Fixed an issue with the look of loading screens on ultrawide resolutions
  339. Fixed the available amount of resolutions when in windowed mode when using a 21:9 monitor
  340. Fixed Supply Lines and Character Selection screens not displaying properly on Ultra Wide resolutions
  341. Fixed an issue with the contrast levels of the contrast slider
  342. Fixed an issue where weapons did not automatically swap from the primary to the secondary when out of ammo while “Auto Switch Weapons On Depleted Ammo” was toggled on in the options menu
  343. MUXY – TWITCH EXTENSION
  344. Features
  345. Name a Ridden feature has been augmented to allow the Broadcaster to see visible nameplates in-game for viewers who have used bits to name a Ridden
  346. Broadcasters can disable nameplates in the configuration page of the extension
  347. Added more options for Bits
  348. Broadcasters can now see how many people have voted in a card poll
  349. Bug Fixes
  350. Fixed a bug preventing viewers names being associated with Ridden who killed cleaners in the kill feed
  351. Fix for Windows Store Builds that was preventing Authentication with the Extension
  352. Fixed a bug that was causing the Name a Ridden feature to have duplicate names for a single viewer transaction
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