Our latest update brings a wealth of changes to improve your time in BattleBit Remastered. While some may seem overdue, it was very important to us that we take our time with aspects that may alter the core gameplay. We poured over all of your feedback constantly, to provide what we hope you will find as healthy additions to the game. In short, you can expect faster progression, an additional healing method available to all classes, TWO new map reworks and further polish/bug fixes. We've also made major progress with our Community Server API and will expand our testing as we lead up to a larger rollout of access.
After a long discussion, it's apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented:
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Weapon attachments wouldn't affect player speed - fixed.
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Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example.
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Kriss Vector
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Damage per bullet adjusted to 22, down from 24.
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Damage drop-off now starts at 10 meters, down from 50.
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Standard/Quick magazine now holds 36 bullets, down from 40.
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ACR
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ACR aim down time buffed from 0.25 seconds to 0.21 seconds.
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ACR player running speed buffed from 1.01 to 1.05 x.
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ACR control increased from 100% to 105%.
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ACR damage increased from 25 to 27.
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AK5C
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AK5C damage increased from 30 to 34.
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AK5C vertical recoil increased from 1.4 to 1.6
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AK5C horizontal recoil increased from 1.2 to 1.4
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AK5C's first shot recoil reduced from 1.5 to 1.0
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AK5C's reload speed increased by 12.5%.
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SG550
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SG550's muzzle flash size reduced from 100% to 85%.
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VEHICLES
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New Sea Vehicle: RCB90 added
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Destroying enemy vehicles will give different XP rewards based on type
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Improved road kill detection
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Littlebird minigun's light vehicle damage increased from 2 to 4
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APC receives 2x damage from the rear
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Tanks & APCs - Upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time.
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When players return to base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer neccesary, which should reduce cases of vehicle hijacking
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Helicopter's sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS)
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Stutters while piloting helicopter should be improved (need to be tested)
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Helicopter inflicting self-damage when game lags (i.e. opening scoreboard, etc) - fixed.
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Player would not able to see blood screen while inside some vehicles - fixed.
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Turret/minigun shots does not count as 'bullets fired' in stats - fixed.
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MAPS
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District Rework integration
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Wine Paradise - Rework + Expansion to support CONQ 254p gamemode
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MultuIslands - CONQ Ultra downscaled twice until there are more options of mobility for players
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MultuIslands - 32v32 Rush added. New POI was added East from middle of map to make use of Rush layout.
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Wakistan - Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of map.
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TensaTown - RUSH block silo position for Defender team to avoid spawn camping of Attacker team.
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Namak - Potential fix of an issue causing an inability to spawn on Objective B
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Further GPU optimization on 3D models of map objects
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Salhan - removed a OP tank spot at USA side and added some of hesco walls on long line road.
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Salhan - Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs.
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Bricks not spawning when walls are destroyed - fixed.
Baldur's Gate 3.
I played through one single player save and two multiplayer ones with different groups, enjoyed it all - but only got a little ways into Act 3 on any one save. A combination of middling performance with my older rig and just having sank so much time in I burnt out a little.
Still think it's a fantastic game, but I don't know if I'll ever go back to finish it - I feel like I'd have to start a whole new save.