It’s been a while since our last update, however you all have not been forgotten about. While this update has not been as flashy as some of the weapon additions, there are map improvements galore and new assets that bring a bit of polish to the game. There’s also a nice fix that players have been demanding for quite a while.
Mapping Contest Update
With our mapping contest coming to a close, make sure you swing by the mapping competition site to check out the teaser images of the contestants’ maps. The maps are looking phenomenal and we are really looking forward to seeing what they have done. A final playtest will be held this Saturday, the 18th at 6PM GMT. Check the official discord for more details!
- Added choke points to flanking routes
- Added more cover to the American side of the map
- Small changes made inside of the fort
- Moved the British flag slightly further away from the British Spawn
- Brightened the map
- Winterisle has replaced plateau in the default map rotation
- Added a shortcut to the town center middle garden
- Fixed the small stairs in British spawn that players got stuck on
- Toned down the HDR and bloom
- Added an ammo box in the connector
- Raised the peep hole in the connector, market can no longer see if someone is jumping over the connector wall
- Added slight cover to the market stalls
- Fixed flag return times to 2 seconds for both teams
- Ammo boxes have been added to the sniper nests
- Fixed a hole in the map near American spawn
- The logs over the middle are now easier for players and bots to traverse
- Added more spawns for both teams
- Lowered a rock model near the right side of the main gate that was causing players to get stuck on it
Bombzone removed due to not seeing much play
As the deadline for the BG3 Mapping Contest nears, some fancy new assets have been added to give the upcoming maps a bit more polish. They include:
- New flat and pointed palisade walls
- A market box that fits on top of the stall
- An assembled static farm wagon
- Updated wood spikes and a second skin for them
Musket one-shot kill ranges have changed to be based on the weapons’ damages. These ranges are now visible in the classmenu. Accuracy values are also now reported in the class menu.
Last, but certainly not least, the red screen effect that occurs when players take damage has been reduced. The red screen had the tendency to disorient the player in dark or smoky environments; this tendency should now be reduced.
A new variable ‘mp_damage_kill_cap’ now exists such that, when turned on, damage values are capped to the victim’s health; for example a fatal headstab (on a healthy player) would always report 100 damage regardless of weapon used. This can be used in competitive environments in order to balance damage scores on the scoreboard.
“My bursting heart must find vent at my pen.”—Abigail Adams