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COMING SOON: PROGRESSION SYSTEM
IMPROVED CAMPAIGN MISSIONS
- Vigilant Resolve
- Completely new location with new buildings
- More open mission design
- More player choice in how to accomplish objectives
- Improved objectives
- Clearer direction
- Fewer required actions
- DShK gunner can now be eliminated by the player
- Improved mission pacing
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Removed slow, paused tutorialization in favor of active gameplay beats
- Operation al-Fajr
- Northern Train Station now integrated into al-Fajr
- Removed Northern Train Station as an isolated mission from the campaign timeline (still available in Cooperative Menu > Mission Settings)
- Streamlined mission flow and difficulty
- Clearer objectives and map flow
- Improved mission pacing
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Improved difficulty
- More consistent challenges
- Less spikes
- Northern Train Station now integrated into al-Fajr
- All missions re-tuned to create downtime between mission phases
- Creates more tactical opportunities for players to observe, orient, decide, and act
- Combat occurs in pockets, with more defined beginnings and ends
- Reduced cases of players getting shot immediately upon mission load
- Creates more tactical opportunities for players to observe, orient, decide, and act
- Pathfinding
- Replaced Unreal’s navigation system with a third-party solution
- Significantly reduced the number of gaps in our nav mesh, causing Fireteam AI to get stuck less often
- Smoother movement between Fireteam AI characters
- Less harsh collision between Fireteam AI characters
- Replaced Unreal’s navigation system with a third-party solution
- Movement
- Fewer cases of blocking the player
- Will go around or behind
- Improved positioning when both holding and firing
- Previously occupied the most optimal firing position (which could sometimes be where the player was standing)
- Improved room clearing
- Now follow exterior walls instead of cutting straight through rooms
- Properly pan doors, staircases, and windows
- Fewer cases of blocking the player
- Combat response
- Reduced cases of not properly engaging enemies
- Reduced cases of repeating the same lethal action leading to AI death
- Refactored all enemy types
- Fixed an issue in which insurgents appear moving at low fps, or “slideshows”
- Reduced cases of insurgents spawning in player view
- Tuned visibility and accuracy
- Reduced cases of insurgents seeing players through obstacles
- Adjusted accuracy values based on distance from the player
- Combat response
- Slightly delayed insurgent target acquisition to reduce “botty” behavior
- Updated training simulation
- Now instructs players on fundamentals
- Move and shoot
- Basic orientation
- GO! Command introductions
- Move!
- Watch!
- Suppress!
- Stack up!
- Now includes insurgents
- Now appears on the campaign timeline
- Now instructs players on fundamentals
- Added Training Scenarios
- Short, bite-sized encounters
- Difficulty scales with each mission
- First batch introduces players to emergent objectives
- Black flag
- Armory
- Sniper
- Mortars
- Added “Wounded” state
- Timed, limited status between active and incapacitated
- Active > Bleeding (self-heal possible) > WOUNDED > Incapacitated
- Allows limited movement
- Allows pistol use, exclusively for defense
- Cannot be fired while being revived
- Must be healed by another player or Fireteam AI to return to active status
- Cannot revive yourself
- Timed, limited status between active and incapacitated
- Added GO! Command Overlay
- When holding the GO! Command key, GO! Command options now populate in the world space, in real-time
- Limited to 3-5 nodes on screen at any one time
- When mouse cursor hovers over any node, GO! Command execute key replaced by the specific contextual action
- When execute key is pressed, Fireteam AI respond to particular command
- Advantages:
- Instantly reveals tactical options that are unique to each situation
- Broadens the number of commands you can issue your team
- Allows issuing complex orders with a tap
- When holding the GO! Command key, GO! Command options now populate in the world space, in real-time
- Increased activity of ambient environment
- More:
- Gunshots
- Tracers
- Explosions
- Smoke
- Fire
- More:
- Complete menu overhaul
- Fireteam roles shown by default
- Repositioned GO! Commands list when holding GO! Button
- Now stacked in bottom right
- Overhauled KIA screen (Ghost Cam)
- Now requires manual input to assume spectating role
- More color distinction between active gameplay and spectator mode
- Adjusted vest graphic
- Better communicates ammunition status
- Expanded Bulletin notifications
- Now includes major activities or milestones that award Rank Points
- Emergent objectives completed, for example
- Now includes major activities or milestones that award Rank Points
- Reduced cases of animation “popping” between movement transitions
- Applies to both players and AI models
- Improved AI “gaze” system for head models
- Locomotion movements now more uniform
- Improved models
- Weapons
- Textures and resolutions now 4K
- Reduced motion blur around weapons
- Hands, gloves, clothing
- Doors
- Apartment IEDs
- Weapons
- Lighting
- Adjusted interior lighting
- More rooms now have “active” lighting source
- Oil lanterns
- Gas stoves
- Pitch black interiors reserved for Flares time-of-day
- More rooms now have “active” lighting source
- Adjusted prop lighting
- Supports lower graphic settings
- Adjusted interior lighting
- Visually upgraded vistas
- Increased detail
- More depth
- Better natural terrain formation
- Increased detail
- Adjusted Procedural Architecture’s color rolls
- Houses more uniform in color profile
- Foliage and brush color expanded
- Graffiti and poster color stylized
- Improved reflections, globally
- Updated LODs
- Less environmental popping
- Improved time-of-days
- Noon
- Sunrise (limited to campaign missions)
- Framerate now locked at 60 fps by default
- Can be uncapped in the settings
- Various VRAM reductions
- Fixed an issue in which SAW belt loop animation not functioning correctly
- Fixed an issue in which bolt release sound missing on m16 reload
- Fixed an issue in which player camera not functioning correctly
- Fixed an issue in which Ghost Cam controls not functioning correctly
- Fixed an issue in which sniper dead checks not functioning correctly
- Fixed an issue in which insurgent pistol reloads not functioning correctly
- Fixed an issue in which high latency impacted auto-lean
- Fixed an issue in which VOIP not functioning correctly without a mic
- Fixed an issue in which VBIED movement not functioning correctly
- Fixed an issue in which cooperative player list not functioning correctly
- Fixed an issue in which text on invite player button shakes in lobby
- Fixed an issue in which mission settings invalidated by lobby leadership change
- Fixed an issue in which Start Mission button not functioning correctly after lobby leadership change
- Fixed an issue in which Start Mission button not functioning correctly after canceling
- Fixed an issue in which empty fireteam slots not auto-filling with Fireteam AI
- Fixed an issue in which Fireteam AI flashlights not functioning correctly
- Fixed an issue in which Fireteam AI exited armory too slowly on Northern Train Station
- Fixed an issue in which mortars not animating correctly when destroyed on Phase Line Henry
- Fixed an issue in which intro cinematic not functioning correctly on Phase Line Henry
- Fixed an issue in which VO overlapped after intro cinematic on Phase Line Henry
- Fixed an issue in which vehicle convoy moving on Phase Line Henry
- Fixed an issue in which Crazy Horse idle state not functioning correctly on Objective Virginia
- Fixed an issue in which Crazy Horse not aiming correctly on Objective Virginia
- Fixed an issue in which Crazy Horse stuck if intro cinematic skipped on Objective Virginia
- Fixed an issue in which skipping cinematics not functioning correctly on gamepad
- Fixed an issue in which opening player career not functioning correctly on gamepad
- Fixed an issue in which settings navigation not functioning correctly on gamepad
- Fixed an issue in which restoring default gameplay settings not functioning correctly
- Fixed an issue in which crosshair style impacted opacity
- Fixed an issue in which role icons not functioning correctly on compass after being reinforced
- Fixed an issue in which crosshair not functioning correctly after being reinforced
- Fixed an issue in which SATMAP not functioning correctly after being reinforced
- Various AI behavior fixes
- Various fixes for AI clipping in environment
- Various fixes for AI getting stuck in environment
- Various fixes for players clipping in environment
- Various fixes for players getting stuck in environment
- Various fixes for doors and gates out of sync
- Various fixes for objects floating in environment
- Various fixes for collision in environment
- Various fixes for interior and exterior lighting
- Various fixes for LODs
- Various fixes for missing textures
- Various fixes for geometry blocking mission progression
- Various fixes for interacts missing
- Various fixes for interacts not functioning correctly
- Various fixes for role assignment in lobby and gameplay
- Various animation improvements
- Various audio fixes and performance improvements
- Various networking optimizations
- Various performance optimizations
- Various fixes for common crashes
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