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- Wszystkie aktualizacje od początku roku
- *inhales*
- World
- Changed the map selection ratio to be equal for Erangel and Miramar.
- Replays
- Adjusted replay system so that players can only view game replays from 3 minutes after death.
- This is to prevent sharing opponent’s positions to surviving teammates immediately after death.
- Bug Fixes
- Fixed the issue where some buildings and objects were not marked on the Miramar world map.
- Reduced occurrences of the issue where replays occasionally crashed back to the lobby screen.
- On restarting a replay, it will continue where last viewed.
- Fixed the issue where the beginning of the Death Cam and replay was missing.
- Fixed the issue where players couldn’t earn BP.
- We will update with a compensation plan soon.
- Fixed the issue where players could die unexpectedly from fall damage.
- Fixed the issue where bullets couldn’t penetrate particular fences from both sides.
- World
- Added more objects around La Bendita on Miramar to increase the amount of cover
- Gameplay
- Reduced the visible distance when parachuting down in order to test the optimization of server and client performance at the early phases of the game
- Item
- Changed the design of the energy drink
- UI/UX
- Adjusted the squad team colors (players 1~4) to better reflect their callout names (yellow, orange, blue, green)
- Adjusted squad team colors to make them more consistent between different colorblind options
- Added a function where a player can select more detailed criteria for the “Cheating” category in the in-game report tool
- You can choose multiple items or you can just report without selecting any of them
- Replays
- While player’s nameplate is on (H key), now you can check the current weapon of that player by pressing G key
- Added report button in replay
- Report button pops up when pressing RMB on the player list (TAB key)
- While observing / following mode, report button appears on the timeline (J key)
- Added a care package icon changing effect according to the status
- The icon will be different when the care package is falling and looted by other players
- Adjusted replay system so that now a player can watch the replay without extra delay in the following cases
- Solo mode
- When the player won the match
- When all teammates are eliminated
- Bug Fixes
- Fixed the issue where when a player lands from the plane the position of character teleports intermittently
- Fixed the issue where character animation is frozen when rejoining after a crash
- Fixed the issue where the red zone disappears instantly after it formed
- Fixed the issue where some vehicles spawned on Miramar are stuck to an object and unable to move
- Fixed the issue where a player sometimes couldn’t pass through a door even though it was open
- Fixed the issue where mouse cursor would disappear on a replay map
- Fixed the issue where when replay and death cam were played, the crosshair was bouncing
- Fixed the issue where the falling speed meter text was showing abnormally in Portuguese
- Gameplay
- Introduced multiple pre-match starting areas on both maps in order to optimize the server and game client performance
- Removed weapons on starting island before the match start
- Language
- Applied new Russian, Japanese and Chinese (simplified/traditional) fonts
- Bug fixes
- Fixed the issue where players were able to slide-jump from prone
- World
- Miramar improvements
- Added more buildings and cover across the map to improve the engagement experience
- Added more off-road routes for easier vehicle navigation
- Upgraded the item spawn level of certain areas for loot balancing (some areas will spawn better loot)
- Replay
- The replay system has now been updated to a newer version and past replay files cannot be played anymore
- Bug fixes
- Fixed the issue where heal and boost items could be used underwater
- Fixed the issue where characters would get stuck in certain areas on Miramar
- Fixed the issue where wall textures on some Miramar buildings were not displaying correctly
- Fixed the issue where certain buildings near by Hacienda del Patron were not displaying correctly
- Anti-Cheat
- New anti-cheat measure has been added
- Red Zone Sound
- Fixed the issue where the sound of explosions would become too loud when played simultaneously
- Balanced the number of simultaneous explosion sounds, in order to optimize game performance
- Fixed the issue where the explosion sound wouldn't play following the falling sound of a bomb
- Lobby
- Added a “friends only” invite preference option on the friends list
- You can choose to receive all / friends only / block all via drop down menu
- You can invite a player directly from their career screen
- Invite button won’t show if the player is offline or unable to be invited
- Players,
- With this patch, we are bringing various optimizations to our server and client. We have mitigated lag and stutter instances and alleviated frame drop and lag occurrences happening when players are pushed together, starting from the second half of a match, or in dynamic situations, like intense firefights. This has allowed for a smoother environment to play in, than before.
- As you are all aware, we were also going to introduce and test our new limb and vehicle penetration system this month. Unfortunately, there’s been an alteration in our plans, but we will be sure to give an update on this at a later time.
- In regards to today’s test server patch, you can read the patch notes below for further details. Please leave any relevant feedback in our Test Server feedback section on our forum.
- Once we see that the current test build is in a stable state, we plan to move it to the live server later next week. We will inform you on the live server update schedule later on.
- Client optimization
- Improved real-time response by reducing input lag
- Mitigated the frame drop issue caused by the map loading process
- Reduced burden on GPU by optimizing buildings in Erangel
- Optimized the beginning and the end of effects
- Optimized vehicle physics when driving under a certain speed
- Server optimization
- Optimized server network performance
- Optimized vehicle physics when driving under a certain speed
- Lobby
- Added PUBG friends list
- Up to 50 people can be added as PUBG friends
- Players with PUBG accounts can search and add friends freely regardless of the platform they are using (including Steam, Mail.ru and DMM)
- Friend list is a one-way follower concept, not a mutual acceptance between players
- PUBG friends list is independent of the Steam friends list. You don't have to be friends on Steam to be friends in PUBG
- Up to 30 players you were recently in a team with will be shown on RECENT
- Added main menu voice chat
- You can chat with the players in your team while still in the main menu
- When using the voice chat, a speaker icon will be displayed on the right of the player's name
- Removed the function of being able to invite a player from their career screen due to a technical issue
- World
- Made holes in the ceiling and floor of some high buildings, so that it is easier to move between different levels, to improve the gameplay experience on Miramar
- Game play
- Added 37 achievements on Steam
- Added emote system
- 12 default emotes will be provided now, and more emotes will be added in the future
- While holding the emote menu key (default is ~), emote can be activated by left-clicking the emote or hot key of emote you want to use
- Fixed the blue blood effect being more visible than the red blood effect when player gets shot
- Added material for crops, rubber, cloth, paper and cactus
- When shooting or attacking with a melee weapon, the right effect for each material will be displayed
- Changed the gun scope view to be more realistic
- Expanded the field of view through the scope
- Added a parallax effect when moving weapons fast
- Added color, vignetting (darker edges), chromatic aberration (color difference caused by light refraction) and distortion effect on the edge of scopes
- Player can no longer lean while jumping
- Increased the radius of explosion effect considering the actual effective radius
- UX/UI
- Redesigned the 9 vehicle status icons to work better with 4K resolution
- Replaced the red cross icon with a red tire icon for a broken tire
- Sound
- Added a hit sound effect for crops, rubber, cloth, paper and cactus material
- Removed ambient noise and lowered the overall volume
- Implemented the Doppler effect for the airplane engine sound - the pitch of the airplane engine sound is now different depending on the distance and the direction of movement of the airplane
- Bug Fixes
- Fixed a square-shaped border on the sea that could be seen when flying in the airplane
- Fixed an issue where a player could die instantly when vaulting and climbing
- Improved problems where characters would get stuck or die during vaulting, and be able to look through walls.
- Fixed some incorrect UI and in-game text
- Improved problematic character animation where the character would move abnormally if multiple actions were performed in sequence
- Fixed abnormal appearance of some clothes, such as costumes overlapping or missing
- Adjusted the locations of items that would spawn in places that players cannot reach
- Fixed an issue where the mouse sensitivity option could not be set to 59
- Fixed an issue that allowed a character to crawl quickly through a certain combination of controls
- Fixed the issue of overlapping footstep sounds in FPP mode
- Improved an issue where three-wheeled motorbikes would suddenly flip whenever the server performance deteriorated
- Fixed an issue where a player would have a slower falling speed when switching seats on a three-wheeled motorcycle mid-air
- Fixed an issue where underwater bullet penetration effect was not being applied sometimes
- Fixed an issue where a player was unable to cancel fueling up a vehicle, even though cancel was clicked
- Fixed an issue where throwables that had already exploded mid-air would still make a popping sounds on the ground
- Fixed an issue where sometimes a downed player was able to drive a vehicle
- Fixed an issue where after reconnecting a vehicle was intermittently invisible or the character and camera were misaligned
- Fixed an issue where the character of a player with a new account would not show up in the main menu when forming a team
- Fixed an issue where the shadow of a character was too sharp regardless of the distance
- Fixed an issue where when jumping out of the airplane, the character fell to a fixed position, no matter the flying direction
- Fixed an issue where when player tried to ADS with scope attached weapon, some of the scope exterior parts were shown late
- Fixed an issue where the adjusted zoom level in 8x scope reset after swapping to your other weapon(s)
- Fixed an issue where the item quantity adjustment popup window displays automatically when picking up/discarding items from the Inventory screen
- Fixed an issue where sometimes the lung capacity gauge was not in sync between being in the water and out of water
- Fixed an issue where the relaxed state gun animation was not shown properly
- Weapon Skin System
- Players can select skins for each weapon
- Weapon skin system UI
- Each weapon category is arranged in alphabetical order
- Weapons can be categorized as follows:
- Acquired: arranged in chronological order of acquisition
- Equipped: arranged in chronological order of last time equipped
- Tier: arranged according to skin tier (descending order)
- You can check details about the equipped skin using VIEW MORE button
- How to equip weapon skins
- You can use WEAPONS section in CUSTOMIZATION menu to equip the skin of your choice
- The ways to acquire weapon skins
- You can acquire weapon skins either through paid crate (“Triumph Crate”), which is a weekly random crate or “Raider crate”, which is a free non-random crate
- Bug Fixes
- Fixed an issue where the refresh button on the friends list would take you to the team tab when players are in a team
- Fixed an issue where when players leave the vehicle and the vehicle is positioned right next to the window of a building, players would go into the building through the window when getting out off the vehicle
- Fixed an issue where during server instability, when exiting a slow moving vehicle, the players would be treated as if they were hit by their own vehicle
- Spectating Your Killer
- Players can now spectate their killer by clicking the “watch” button on their match result screen
- Solo killer spectating
- If youget killed by the Blue Zone, the Red Zone or from falling, you can spectate the nearest player from your death location
- When the player you were spectating dies, you can continue spectating the killer of that player
- If the player you were spectating gets disconnected, you can continue spectating their killer
- Duo / Squad killer spectating
- Same as above but can only spectate the enemy team after all your team members are dead
- You can report a player you are spectating in Killer Spectate mode by pressing R
- If you click Death Cam, you won’t be able to use the Killer Spectate mode
- UI/UX
- The default setting for voice chat changed to “Team Only”
- Bug Fixes
- Fixed a bug where vehicles suddenly flip, go flying or come back to the starting point while driving
- Fixed a bug where the IGN of your killer was not shown when viewing Death Cam
- Adjusted the rotation axis for the preview model in customization menu for better usability
- General Gameplay
- We’ve adjusted safe zone and blue zone functionality. Also, in-game clothing spawns have been removed.
- Blue zone delay time has been reduced. You’ll be given less time to linger between phases.
- The maximum movement speed of the blue zone has been reduced. The blue zone will move more slowly toward the end of the game.
- The damage inflicted by 7th, 8th, and 9th blue zones has been increased.
- Except for the first blue zone, the probability of creating an extreme safe zone (one far away from the center of the previous circle) has been reduced by 30%.
- The final blue zone will narrow down to the center instead of narrowing down to a random spot, and the total wait time including the blue zone inactive time has been reduced. (195 seconds to 90 seconds)
- As the end of the match approaches, the safe zone will increasingly favor areas with land over areas with water.
- On Erangel specifically, the first safe zone will now be revealed 30 seconds earlier.
- On Miramar specifically, players can now see the first safe zone while flying in the airplane. (We may or may not carry this over to the next live update. We want your feedback about this change.)
- In-game clothing spawns have been removed from all maps. Other item spawn balance remains the same.
- World
- Improvements were made mainly on Northern part (Northeast, Northwest) of the Miramar to make it a more appealing area.
- The Oasis can now be found in the north, and Alcantara village has been added to the northwest.
- We’ve added more roads, off-road paths, and car spawning positions to facilitate easy travel into and out of the area.
- Higher-tier loot is now more likely to spawn in specific areas of the north of Miramar.
- We’ve optimized the GPU performance of buildings seen from mid-range (all maps).
- UI/UX
- Improvements to teams
- You can now send requests for invitations by clicking the invite button on another player’s career screen.
- If you are a team leader, you can now kick your team members.
- You can also kick any team member using “Team” tab in the friends list, found at the bottom right corner of the screen.
- Bug Fixes
- Footsteps should now always make sound when walking on tarp, carpet
- Fixed an issue causing some objects to become invisible at particular distances
- Indoor plants should no longer block bullets
- Fixed and removed some weirdly-placed road signs, plants, and stairs
- Fixed an issue that broke the killer spectating function whenever the killer died too quickly after taking out the spectating player
- Fixed an issue that player takes no damage by exiting while driving if he was injured by vehicle crash before he ride on
- UI / UX
- A marker has been added to the map that allows players to check the flight path of the plane.
- The path is visible from when players are at the waiting lobby up until the point when they fall down to their final drop destination.
- Bugs Fixes
- There should no longer be excessive blood effects when you’re getting shot in FPP mode or while aiming down sights.
- Fixed issue that sometimes caused blood effects to not show up when shooting other players.
- Fixed an issue that was causing character silhouettes to remain visible while inside smoke
- Switching weapons while prone should no longer cause certain animations to break
- Custom game real-time spectating
- In the lobby's custom match list, you can select an ongoing game and watch it in real time.*
- Games that have the Public Spectating option set to “On” can be watched in Custom Match.
- For private matches, you can spectate the game by entering a given password.
- * The custom game real-time spectating function is still in an early development stage, and some functions may be unstable. We appreciate your patience while we work out the kinks.
- Weapon & Item Balance
- We explained our goals with weapon balance in last week’s dev blog. You can find the specific changes below:
- Weapons
- ARs - rebalanced ARs so none is the “objective” best—the power differential between each is now reduced, but each brings advantages to different situations.
- SMGs - adjusted them to be more effective in short range combat
- Shotguns - increased overall damage and effective range
- Pistols
- Increased the damage of the P92, P1911, P18C, R1895, and R45
- Shotguns
- Increased limb shots modifier (shooting limbs now does more damage—the modifier is now 90%)
- Slightly decreased the damage of the S686 and S1897
- Reduced pellet spread by 25%
- Shotgun chokes can now be attached to the sawed-off
- SMGs
- Increased limb shots modifier (it’s now 120%)
- Slightly increased the damage of the Micro UZI, UMP9, and Vector
- Decreased vertical recoil on all SMGs
- Decreased recoil and scope sway when moving in ADS (aiming down sights)
- Increased ADS transition speed
- ARs
- Increased the head shots modifier (it’s now 235%)
- Slightly decreased the damage of the M16A4, SCAR-L, AUG, and M416
- Increased reload time by 30% for the SCAR-L, M16A4, and M416
- Increased reload time by 10% for the AKM
- Increased vertical and horizontal recoil for all ARs except the AKM
- Decreased recoil recovery rate for all ARs
- Restricted big scopes (8x and up) for use with all ARs
- Added new recoil animations for all ARs
- DMRs
- Increased head, body, and limb shot modifier. These are now 235% (head), 105% (body), and 95% (limbs)
- Decreased the damage of the SKS
- Slightly increased the damage of the VSS and Mini14
- Increased vertical and horizontal recoil for all DMRs
- Decreased the recoil recovery rate for all DMRs
- Added new recoil animations for all DMRs
- Other guns
- Slightly increased the damage of the DP28 and M249
- Restricted big scopes (8x and up) for use with LMGs (DP28, M249)
- Reduced crossbow reloading time from 4 seconds to 3.5 seconds
- Weapon sway has been adjusted for all weapons (slightly increased side-to-side movement). And sway is now more pronounced when holding your breath.
- Weapon sway when moving is now also reduced by the cheek pad attachment
- Cheek pads now help you recover from weapon sway more quickly after moving
- Throwables
- Frag grenades
- Added new hit effects and animations
- Previously, grenade damage was greatly dependant on fall damage (from the grenade’s knockback effect) rather than explosion. We’ve removed the grenade’s knockback effect for player characters, and have adjusted it so that only explosion damage is applied when you’re struck by a grenade.
- Weight changes (all throwables)
- Frag grenade: Increased from 12 to 18
- Molotov cocktail: Decreased from 18 to 16
- Smoke grenade: Decreased from 16 to 14
- Stun grenade: Decreased from 14 to 12
- Character Movement
- We’ve slightly decreased the movement speed when holding SRs, LMGs (M249, DP28) and shotguns. Your equipped weapon affects both your sprinting speed and your running (normal movement) speed.
- We’ve removed the first shot delay when your character is not sprinting
- Chambering a new round in certain weapons (M24, Kar98k, S1897, S686, etc.) no longer limits you to walking speed while aiming down sights
- The amount your camera shakes after being shot (“aim punch”) now depends on the amount of damage received
- Other Item Balance
- Level three helmets now only spawn in care packages (and one is guaranteed to be in every care package)
- Both SR quickdraw magazines and SR extended quickdraw magazines now spawn only in care packages
- We’ve reduced the spawn rate for AR extended quickdraw magazines
- DMRs now use AR attachments (magazines, compensators, etc.) along with SR attachments
- Adrenaline syringes now spawn (rarely) alongside normal loot in the game world
- Adjusted the casting time of Adrenaline syringe from eight seconds to six seconds
- Gameplay
- Along with all the balance changes, we’re introducing a new weapon, a new vehicle for Miramar, and a ton of new weapon attachments.
- New Weapon
- Added the SLR
- The SLR will be spawned alongside normal world loot. It’s a DMR which uses 7.62mm ammo and contains 10 bullets per magazine (20 bullets when extended.)
- The SLR is more powerful than the SKS but has more recoil. Recoil control is the key to using the SLR effectively.
- New Vehicle
- The Mirado is a classic muscle car: a fast, four-seat sedan that’s limited to Miramar. It can be found around downtown areas and main city streets
- Think of the Mirado as a compliment to the other unique vehicles on Miramar: The van is extremely sturdy, but slow and ineffective when taken off-road; The pickup is great for off-road travel; And the Mirado is the fastest way to blaze down a highway.
- New Attachments
- Duckbill - A new attachment for shotguns (S1897, S12K). It reduces the vertical pellet spread but increases horizontal bullet spread
- Attachable to S1897, S12K
- Light Grip - It increases recoil recovery time, but makes weapons more steady
- Attachable to ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
- Thumb Grip - It slightly reduces vertical recoil, makes weapons more steady, and greatly increases the transition speed to ADS
- Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
- Half Grip - It reduces vertical and horizontal recoil, decreases recoil recovery time, and makes weapons less steady.
- Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
- Angled Foregrip - It greatly reduces horizontal recoil and increases the transition speed to ADS, but makes weapons less steady
- Attachable to - ARs, SMGs, DMRs (UMP9, AUG, M416, SCAR-L, SKS)
- Vertical Foregrip - It greatly reduces vertical recoil.
- Attachable to - ARs, SMGs, DMRs (UMP9, Vector, AUG, M416, SCAR-L, SKS)
- Scope 3x - This scope has fixed 3x magnification with an illuminated reticle. It’s discoverable as a common world-drop item
- Scope 6x - This scope has variable 3x–6x magnification. It’s discoverable as a rare world-drop item.
- You can now change the reticle style and color on the red-dot, holo-sight, and 2x scope using the scope zeroing keys (Page Up/Page Down by default).
- Boat and Swimming Adjustments
- Boats now sink when destroyed
- We’ve made some adjustments to the way swimming works to reduce the effectiveness of hiding underwater.
- We’ve decreased the maximum submersible time from 35 to 15 seconds
- Once you’ve run out of air, you’ll now take 10 damage per second (up from four damage per second)
- We’ve increased the delay for breath recovery time from one to four seconds. (In other words, when you lift your head up out of the water, it’ll now take four seconds before you begin to recover your breath)
- Map Selection and Main Menu UI
- Map selection is now available.
- Pick just one map (Erangel or Miramar) on its own to guarantee you’ll play there
- If you select multiple maps, the game will randomly drop you into one of the selected maps
- As we discussed in the map selection announcement dev blog, we may revisit the design of this feature as additional maps are added. We’ll keep you updated if changes are made.
- We’ve also Improved the UI for team mode and perspective selection. As before, only the host can select these options.
- Settings
- We’ve added an option to adjust vertical mouse sensitivity
- We’ve added an option to change the hotkey for reporting a player during killer spectating (R key)
- World
- We’ve made more improvements to Miramar:
- We’ve increased the size of the oasis and added more buildings nearby
- We’ve added extra farming points by placing small building sets near various cities and towns
- We’ve reduced the number of buildings in some city areas to cut down on excessive building density
- We’ve removed some excessive cover points (rocks, drums, boxes) inside various cities and towns
- We’ve added more objects like trees and rocks throughout the map to provide some additional options for cover in wide-open spaces.
- The interiors of certain buildings have been simplified
- Bug fixes
- We reduced some overly-dramatic collision effects (read: space shuttle takeoffs) that occurred when the motorbike crashed into other vehicles
- We fixed an issue that would sometimes prevent you from hopping off of the motorbike after it had fallen down
- When players move and shoot at the same time, bullet shells should now fall to the ground and remain there, instead of chasing the player like hella scary demon bullets
- The timer for the final bluezone should now display correctly
- We fixed an issue that was muting the bluezone’s sound effects for player who left and rejoined a game
- We resolved an issue that sometimes allowed you to adjust your camera to see through the ceilings of the school on Erangel
- Certain problematic terrain elements (which caused weird collisions or movement) on Erangel and Miramar have been fixed
- We’ve fixed an issue that was causing some curtains on Erangle to be impenetrable.
- We’ve fixed some abnormal orange lighting effects in buildings on Erangel
- We’ve resolved some strange collision problems that were affecting character models and bullet cartridges
- Walking on wooden structures will no longer create bizarre or out-of-place footstep noises
- Prone characters should no longer improperly clip into the ground.
- We’ve resolved an issue that sometimes limited movement after using emotes and the quantity popup window at the same time.
- Text on a UMP skin from the Equinox crate labelled the gun as 45 ACP instead of 9mm. Thanks to the power of memes, this has now been fixed.
- Weapon ammo is now counted as “loaded” when the magazine or bullet is inserted into the weapon, rather than when the animation finishes
- Gameplay
- Both the Lightweight Grip and Half Grip can now be attached to the Vector.
- Some minor weapon balance adjustments:
- First shot from the M16A4 now has less recoil.
- Decreased the spread of shotgun pellets.
- Shotgun chokes and duckbills are now less effective at decreasing spread (so the effective spread for a shotgun with a choke or duckbill will be similar to before)
- UI/UX
- CUSTOMIZATION > GEAR tab has been added. Go here to equip parachute skins.
- Tooltips for weapon attachments have been edited to make them more intuitive.
- Localization
- Added support for Ukrainian. Thank you to all the Ukrainian players who participated in the translation process!
- Game lobby now supports multiple languages.
- Multiple languages will be applied to various lobby components such as lobby menus (Play, Customization, Store, etc.), the options menu, and crates
- 19 different languages are supported
- Bug Fixes
- Fixed an issue where certain buildings in Miramar were shown with default textures
- Fixed some walls in Miramar that could be partially passed through
- Removed the white mark that appeared alongside the aircraft icon on the minimap
- Scope reticle settings should no longer reset when weapons are dropped and picked up again
- We’ve improved the holographic sight’s reticle. It’s now the same size as a character silhouette seen from 100m away
- Certain animations on the buggy and minibus have been fixed
- Fixed an issue that sometimes caused characters to sit at odd angles if entering into vehicles from a prone position on a sloped surface
- Fixed an issue causing red dot and holo sight reticles to get smaller and blurry when swapping weapons
- “Damage-received” sounds should no longer play after winning a game
- Gameplay
- Improvements have been made to throwables (frag grenades, stun grenades, and molotovs).
- Increased frag grenade damage and effective range
- Frags previously had to be within 2.6m of player models to deal lethal damage. They now deal lethal damage within 3.5m, moderate damage from 3.5m through 8.5m, and low damage from 8.5m through 10m.
- Stun grenades’ blinding effects have been improved
- First, let’s explain some terms. “Direct effect” is defined as stun grenade explosions occurring within a 100˚ angle of the player’s visual field. “Indirect effect” occurs when stun grenades explode outside of that “direct effect” range and players are within 5.5m of the explosion
- The maximum effective range of stun grenade has been increased to 20m
- Depending on distance from the explosion, the direct effect can blind the player for a maximum of 5.5 seconds, and a minimum of one second (when 20m away).
- Depending on distance from the explosion, the indirect effect can blind the player for a maximum of three seconds.
- Characters blinded by a stun grenade now cover their faces. This is a new animation.
- Spectators are now also blinded when spectating someone hit with a stun grenade
- Stun grenades will now briefly blind and deafen the thrower if they explode behind their back when cooked.
- You’ll now be unable to ADS while blinded.
- Molotov cocktails now have new effects and their damage has been increased.
- Molotovs can now deal indirect damage and burn damage (as damage over time), depending on whether or not you're standing directly in the flames. If you're in the flames you'll take both types of damage.
- Indirect damage (taken when standing in the flames) has been increased from 10 to 12.5 damage per second.
- After catching fire, players will take burn damage as damage over time (10 damage per second) for a total of four seconds.
- You’ll now be unable to ADS while taking burn damage.
- Flames now spread further along wooden surfaces in houses
- Flames from Molotovs spread further if another Molotov is thrown on top of the flames.
- Molotovs will now explode when shot mid-air.
- A new animation has been added for character models who are suffering burn damage. They’ll attempt to pat out the flames using their hands.
- Adjusting some weapon and attachment balance:
- Reduced vertical and horizontal recoil of the SCAR-L
- Decreased basic damage of the M24 from 88 to 79
- M24 will no longer dropped in care package. It spawns in the world
- The tactical stock and cheek pad are now less effective at improving recoil recovery rate. It now improves ADS speed.
- Adjusted light grip
- Light grip no longer affects weapon basic recoil control or recoil recovery speed
- Light grip now decreases first shot/single shot recoil by about 15%. Animation kick reduction has been changed to 20% (from 30%).
- To make the Vector a little easier to find, we’ve increased its spawn rate at the expense of the spawn rate of the UMP-9 (overall SMG spawn rate remains the same).
- Increased world spawn rate of DMRs.
- UI / UX
- Added a UI message showing when healing items can’t be used.
- New Anti-Cheat Tech
- Note: The new anti-cheat tech is currently only on the test servers, once additional testing is complete, it will be added to live servers.
- We’ve added a new anti-cheat solution, developed in-house at PUBG Corp. Before we implement this tech on live servers, we’d first like to see how it works out on the test server. For this, we’ll need your help!
- Expect to see a new popup when you start the client. To help us refine our anti-cheat service it would be helpful for us if you play with the "Enable Anti-cheat" box checked, if you experience issues you can disable this.
- The option to disable the anti-cheat service will not be available when this is moved to live servers.
- Performance
- In last week’s dev blogwe wrote in detail about upcoming work we’ll be doing to increase performance holistically. Many of these fixes will take time to deliver, but we’ve already finished a handful of fixes that should make a positive difference:
- We’ve improved the character model rendering process to prevent some small frame drop issues.
- We’ve optimized character movement and animation while skydiving to improve framerate when multiple players are nearby.
- We’ve made some improvements to our network code to reduce network latency.
- We’ve increased the speed at which the server transfers data about objects (items, doors, fences) to address the fact that sometimes items spawn in late after players parachute in.
- We’ve improved some inefficient processes with the way the server updates certain frames on vehicles and character models. This should resolve resolve some abnormal physics affecting vehicles.
- Sound
- You can now toggle the new HRTF (Head Related Transfer Function) sound feature in the options menu (for opponent’s gunshot sounds only). The feature, which simulates fully three dimensional sound even for two-channel stereo headphones, was explained in greater detail in our dev blog last week.
- Reduced the volume of the care package airplane.
- UI / UX
- Average swimming distance has been added to player stats, on the career screen
- Leaderboard
- The total rating points gained/lost per match has been increased, to better define the skill difference between players.
- Bug fixes
- Fixed some issues causing abnormal collisions in spots on Erangel and Miramar.
- Characters should no longer get stuck while vaulting in particular spots around Erangel.
- Fixed an issues allowing characters to pass through objects in certain locations on Miramar.
- Improved the accuracy of the throwing trajectory indicator for stun grenades
- Fixed a visual glitch in the inventory screen that occurred when attaching a choke to the sawed-off .
- Fixed an issue that was resulting in some strange collisions if players ever jumped on top of a vehicle which had players in it.
- Scope zeroing on the crossbow is no longer incorrectly enabled and set to an incorrect value by default.
- Fixed an issue causing stun grenades to appear to bounce around for while after breaking a window.
- Fixed an issue where the cheek pad’s vertical recoil control attribute was excluded in in-game tooltip.
- Fixed an issue which prevented the cheek pad from adding 10% vertical recoil recovery when attached to the SLR.
- Fixed an issue when hip-firing for an extended duration, the gun would appear to be lowered
- Fixed an issue that caused the effect from stun grenades to appear differently depending on graphical settings
- NEW MAP: SANHOK
- Clickhereto watch the video!
- Added a new map: Sanhok (pronounced “sah-nok”)
- Sanhok is 4km x 4km map (one fourth the size of Erangel or Miramar). Although games tend to end a little more quickly on this tiny island, battles are still massive. Every game still features 100 players.
- Certain settings have been customized specifically for Sanhok to better fit its unique design. Details are below.
- Performance
- Faraway players and vehicles aren’t rendered the same way on Sanhok, resulting in some server performance improvements.
- Gameplay
- Weather in Sanhok changes dynamically.
- Players can throw apples while waiting to board the plane in the in-game lobby.
- Redzone
- The redzone is smaller and shorter-lasting on Sanhok.
- The center of the redzone appears outside of the playzone (the white circle). This means players are more at risk when outside of the playzone.
- Bluezone
- Bluezone on Sanhok has shorter waiting times and longer travel times.
- The bluezone is also dynamic. It checks remaining player numbers before deciding the next circle, adjusting the waiting time and travel time accordingly (this doesn’t affect circle size).
- Spawn Balance
- The item spawn rules have been customized on Sanhok to get you equipped for battle faster.
- ARs, SMGs, and DMRs are spawned more often. The total item spawn rate has been increased 5% compared to that found in the fourth round of Sanhok testing.
- 8x scopes and 15x scopes don’t spawn on Sanhok. However, they may still be obtained from care packages.
- Introduction to Sanhok’s locales:
- Cave - Here you’ll find an abandoned archaeological site, located in the heart of a seaside cave. Parachute in through the open top for access to the best loot and a boat for a quick escape.
- Ruins - Only the most daring players will brave these claustrophobic chambers. The Ruins reward those who survive the close-quarters combat with all the loot they can carry. Drop onto the roof to storm the temple from above, or sneak in through the ground-level tunnels.
- Paradise Resort - Welcome to Paradise, Sanhok's finest (and only) luxury resort. This compound has it all: cross-courtyard sightlines for snipers, thrilling room-to-room breaches for shotgun specialists, and mid-ranged corridors that are perfect for honing your SMG skills. Checkout is at 11:00.
- Training Center - Measure yourself against the best of the best in this abandoned training facility. Survive a tactical obstacle course to get loaded up with loot. Either get good or die trying.
- Quarry - This flooded limestone quarry is a both a visual, and tactical departure from the lush, green wilds of Sanhok. With few trees for cover, you’ll have to push from mound to mound, looting and hunting while vulnerable to players on the rim of the quarry.
- Docks - Explore cargo ships filled with loot in this out-of-the way drop, located in the Southeast corner of Sanhok. With plenty of opportunities for mid-range to CQC encounters, this is a terrific drop for newer players hoping to get their bearings, farm up, and escape!
- Roads - Some areas in Sanhok are now paved with old concrete roads. Watch out for campers and use these to outrace the blue zone!
- Performance
- We’ve optimized the way servers handle many nearby objects to improve performance. This includes optimizations for:
- Characters models
- Vehicles
- Weapons
- World
- Added advertisement banners for PGI (PUBG Global Invitational) to buildings, billboards, and the default parachute skin on Erangel and Miramar
- The Bengal Tiger parachute skin is unchanged and when equipped will replace the default skin
- Items
- Clickhereto watch the video
- Added the QBZ, a Sanhok-exclusive weapon
- The QBZ is an AR that uses 5.56mm rounds. It can hold 30 rounds per magazine, and can be extended to 40 rounds.
- The QBZ replaces the SCAR-L in Sanhok’s item spawn pool (meaning the SCAR-L no longer spawns on Sanhok). The QBZ spawns about 1.4x as often as the SCAR-L used to spawn on Sanhok.
- Gameplay
- Accuracy modifiers applied from moving, changing movement stances or aiming modes are no longer applied instantly.
- This means that for example, when aiming down the sight, you won't gain the full accuracy improvements from ADS until your sights are aligned.
- The winning player or team will now be given approximately 8 seconds to celebrate their victory before the match ends and results are displayed.
- Spectators can also watch the winning player or team celebrate.
- UI / UX
- With three maps now in the game, you’ll choose between two “playlists” instead of two maps.
- The Battle Royale playlist contains both Erangel and Miramar. Selecting it will randomly drop you into one of the two.
- The Mini Royale playlist contains only Sanhok for now.
- Select both playlists to be randomly dropped into one of the three maps currently in the game.
- Many game UI elements have been updated
- The friend list UI has been updated
- Leaderboard and Replay UI has been improved
- Pop ups in the lobby and game sessions have been visually enhanced.
- Pop up window showing matchmaking status has been improved
- In-game UI elements such as inventory, map, results window have been improved
- Improved the in-game minimap
- The mini map now dynamically zooms in or out depending on the character's movement speed, enhancing your ability to see what’s around you.
- The 'Minimap Dynamic Zoom' option can be turned on/off in the options menu.
- The minimap can now be expanded
- Minimap expansion can be toggled on/off using the 'N' key
- To improve visibility of the Blue Zone in the map, areas under the Blue Zone are now colored blue
- The Blue Zone indicator bar located above the minimap has been improved
- Added universal scope sensitivity setting, with the ability to individually set scope sensitivities if desired.
- Sensitivity levels now apply properly for scopes with a variable zoom.
- A new option to adjust crosshair color using RGBA values has been added under the options menu
- The loading screen has been modified to display game-related tips
- Sounds
- Plane engine sound volume when beginning the match has been decreased
- The volume of sounds made by bodies of water (oceans, rivers) has been decreased
- Care package plane's volume attenuation curve is now steeper. This means the distance at which the plane can be heard is the same, but the distance at which the plane's maximum sound can be heard has been decreased
- The sound effect made when throwables impact water has been improved
- All weapon sounds have been remastered for better quality
- Excessive boost effect in low frequency range has been adjusted.
- Items
- Featured items can now be purchased directly from the store.
- Featured items, such as Event Pass: Sanhok, Escape Set 1, Escape Set 2 etc., can be found under the Store menu.
- Some items can be purchased under the Items menu.
- Event Pass: Sanhok
- Escape Set 1, Escape Set 2
- 5 Level up for Event Pass progression
- M416 Gold Plate, M416 Silver Plate
- All featured items are not tradable
- Effects
- We’ve improved visual effects when bullets strike ground or water
- The splash effect shown when throwables impact water has been made more realistic.
- Bug Fixes
- Fixed an issue where characters got stuck in certain areas of Erangel and Miramar
- Removed a few objects from Erangel and Miramar which obstructed movement
- Fixed an issue where certain plants in Miramar were floating above the ground
- Fixed an issue where the sound when using an adrenaline syringe was longer than the associated animation
- Fixed an issue preventing the Mirado from taking damage from grenades.
- Fixed an issue where players inside vehicles didn’t take damage from unarmed melee attacks
- Fixed an issue where grenade status effects (flash, burning) would sometimes not disappear after their intended duration.
- Fixed an issue with pistol recoil animations not being played correctly in ADS after exiting a vehicle.
- Fixed an issue where parts of the sidecar's wheel were missing when the tire was destroyed.
- Improved the vaulting interaction between some objects and windows.
- Fixed an issue when spectating or watching replays where parts of weapons would disappear in certain situations (only weapons with high scope-mounting positions).
- Fixed an issue where dropping a weapon immediately after firing abruptly stopped the sound effect.
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