SUMMARY OF MAJOR FEATURES:
- Split Screen Support
- Mod Browser
- Trophies/Awards
- Major visual and menu flow overhaul for improved useability.
- Significant AI improvements, especially in vehicle gametypes.
- Improved networking performance.
- Improved mod support
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Trophies
- 48 awards mark your progress and mastery of UT.
- Progress screen shows which awards you have earned, and completion progress on all awards.
UI:
- Major visual and menu flow overhaul for improved useability.
- Max player counts always fit on all scoreboards.
- Modifier cards should take display priority in toasts over character unlocks.
- Improved voice command menu positioning and offsets.
- Fixed showing as teleport destinations on map nodes which could not be teleported to.
- Added tooltip while deployed in stealth vehicles to show drop deployable button.
- Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
- Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills
with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the
most kills with.
- Show beacon with name of enemies in DM if they are close enough.
- Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
- Third position for powernode beacon, when just looking at base.
- Added ping to multiplayer scoreboard
- Added speaking icon to player beacons.
- Portraits shown for player speaking with VOIP.
- Fixed onslaught teleporter tooltip not always displayed correctly.
- fixed toasts that don't shut down properly popping up later unexpectedly
- More delay before going back to ambient music from action.
- Fixed text being obscured after removing a friend from the friends list
- Fixed issue where playercard and friend message screens were disappearing.
- Reduced chat log spam.
- Fixed rules for showing "change team" button.
Vehicles:
- Increased radius/volume of Manta, Raptor, and Viper engines.
- Fixed scavenger legs disappearing in kill volumes.
- Force occupied manta to rise if underwater.
- Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
- Increased water damage taken by vehicles.
- Increased Goliath health.
- Fixed nightshade beam weapon accuracy.
- Fixed spidermines confused about nightshade that switches teams.
- Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
- Leviathan shield doesn't stay around after death.
- Fixed leviathan passenger beacon positioning.
- Fixed hoverboard rooster tail positioning when traveling over shallow water.
- Fixed flag positioning on tracked turrets.
- Fixed flying Manta exploit.
- Fixed boost exploit with Fury vehicle
Weapons:
- Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
- Weapon throwing always enabled.
- Improved force feedback for various weapon and pickup actions.
- Simpler crosshair for instagib rifle.
- Third person translocate sound.
- Stinger now higher priority than flak cannon by default.
- Back splatter decals for hits with sniper rifle, stinger, and enforcer.
- Improved spidermine aiming help with hitscan weapons (enforcer, stinger, sniper).
- Fixed enforcer anim problems when become dual during initial loading.
- No ammo display for instagib rifle.
- Improved spidermine herding with Avrils.
- Improved redeemer blast screen shake.
- Spidermines work properly in deathmatch.
- Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
- Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
- Fixed trans discs getting stuck on instigator's head.
AI:
- Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
- Improved bot handling of navigation failures, don't stay stuck.
- Bots understand ducking under obstacles with the Darkwalker.
- Bots understand getting off hoverboard to use a lift.
- Adjusted bot new enemy acquistion speed.
- Low skill bots don't slow down if carrying flag.
- Bots understand how to effectively use Orbs in Warfare much better.
- Bots use the hoverboard more effectively.
- Improved bot AI for using Translocator.
- Improved AI for picking best weapon to use.
- Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
- Improved AI for using the Hellfire SPMA.
- Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
- Improved Manta/Viper AI for trying to run over enemy foot soldiers.
- Improved stealth vehicle deployment AI.
- Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
- Fixed bots not able to get in Darkwalker secondary turret in some cases.
- Fixed bot AI issues in secondary turrets.
- Bots go after countdown nodes if core can't be attacked.
- Fixed bots grabbing orb without getting all the way to orb spawner.
- Improved AI for bots deciding whether to get out of vehicles and continue on foot.
- Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
- Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
- Bots fully understand kismet disabled nodes.
- Improved bot AI for fighting enemies in Slow Fields.
- Improved bot understanding of targeting occluded powernodes.
Networking:
- Fixed localization of certain networking messages received from different language server.
- Improved dynamic netspeed system based on player counts.
- Improved hoverboard smoothness in net games.
- Friend following now attempts to place friends on the same team.
- Added team balancing between matches.
- changed to push to talk to voice detection: allows up to 10 secs of talking or when you've stopped talking for 1 sec.
- Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
- Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
- Networking bandwidth use optimizations.
- Improved prioritization of actor replication.
- Improved network pawn position update smoothing using mesh translation.
- Tweaked finding floors for simulated falling pawns.
- Yaw and pitch change smoothing for other players on clients.
- Fixed level status messages not displaying during level transition.
- Fixed character mesh not getting onto hoverboard right away in high player count games.
- Improved turret replication in high player count games.
- Fixed remaining cases where team color skins weren't being properly set.
- Fixed clients auto-switching to better weapon when they stop firing.
Engine:
- Collision Octree optimizations
- Particle system optimizations
- Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
- Removed unnecessary profile saves, improved saving progress when player expects it.
- Improved Garbage collection performance.
- Optimized decals.
- Increased texture pool size, improving texture streaming.
Game:
- Fixed Krall first person arms rarely disappearing.
- Fixed mutators disappearing between matches.
- CTF flag is hidden for player carrying it.
- All characters scaled up slightly.
- Can no longer teleport to node that is under attack.
- Improved victim death messages (precise cause of death).
- In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
- Fixed scoreboard issues during seamless travel.
- Fixed lifts returning if you jump or get shot while on them.
- Play taunts on upper body only for moving players.
- Fixed black boxes on Leviathan shock balls.
- Fixed lighting on first person spidermine death effect
- Improved code for leaning players which are going around turns.
- Reduced foot jittering on stairs.
- No team change penalty for automatic swaps.
- Improved lighting for characters.
- Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
- Fixed winner pawn rotating after round ends.
- Fixed sender not hearing autotaunts.
- Fixed krall missing footstep sound notifies.
- Fixed bots leaving game affecting TDM team score.
- Fixed bad low LOD meshes (spiky when feigning or dead).
- Fixed redeemers nopt able to damage power cores in Islander.