UT Pre-Alpha – FR-Fort wird gestaltet, Siege PVE verfügbar, neue Waffen-Animationen

Kurz vor Ende des Monats gab es nun doch noch ein Update für die Unreal Tournament Pre-Alpha. Zu den größten Neuerungen zählen überarbeitete Waffen-Animationen, der Siege PVE Mode, Verbesserungen an Flag Run sowie die Möglichkeit diesen Modus im Coop gegen Bots zu spielen. Auch an den Maps tut sich etwas, vor allem FR-Fort steht im Fokus und hat zum Teil schon eine etwas detailliertere Optik erhalten. DM-Chill erhielt ebenfalls visuelle Anpassungen und liefert nun eine bessere Performance. Außerdem gibt es drei neue Offline Challenges für Flag Run und Anpassungen an der Waffen-Balance sowie am Movement.

FR-Fort wird gestaltet, DM-Chill läuft besser

Auch in Hinblick auf die Maps dominiert Flag Run aktuell die Entwicklung. FR-Fort wird wahrscheinlich die nächste fertige Map. Zumindest arbeiten die Level Designer an ihr und haben mit dem aktuellen Update eine teilweise gestaltete Version davon mitgeliefert. Man darf sich also über mehr grafische Details freuen und kann sehen, in welche Richtung die Optik gehen wird.

fr-fort wip flag run map

Erneut signifikante Änderungen gibt es am Layout von FR-Loh. Und auch FR-Meltdown hat eine kleine Überarbeitung erhalten.

Mit Sicherheit freuen sich viele Spieler über die visuellen Anpassungen an DM-Chill. Die Performance sollte auf dieser Map nun deutlich besser sein. Auch die Sichtbarkeit der Spieler wurde bei der Überarbeitung beachtet. Vor allem die Umgebung fällt durch ihren reduzierten Detailgrad auf.

dm-chill visual update

Neue Waffen-Animationen, Flak Cannon neu ausbalanciert

Aktuell arbeitet Epic Games an neuen Animationen für die Waffen. Mit dem heutigen Update haben Enforcer, Link Gun, Flak Cannon, Rocket Launcher, Sniper Rifle, Lightning Rifle und Shock Rifle neue Animationen erhalten. Das betrifft die Positionierung der Waffen, die Animationen für das Abfeuern und den Ruhezustand sowie das Feedback beim Bewegen.

unreal tournament weapon animation update

Was die Waffen an sich angeht, ist die starke Flak Cannon schon lange ein Thema. Nun versucht Epic Games einen neuen Weg und hat beim primären Feuermodus den Schaden deutlich reduziert, dafür aber die Feuerrate erhöht. Als weiterer Ausgleich wurde außerdem die Menge an Munition erhöht.

Movement angepasst, längere Wall Runs

Das Movement hat spürbare Veränderungen erfahren. Die Beschleunigung des Spielers wurde reduziert, was ständige Richtugnswechsel während eines Feuergefechts weniger effektiv macht. Ändert man bei der Landung nach einem Dodge die Richtung, dann verliert man sein Momentum komplett. Außerdem wurde die Dauer von Wall Runs etwas verlängert.

Flag Run im Coop gegen Bots

Es gibt erneut diverse Anpassungen am Spielmodus Flag Run. Vor allem die automatisierten Ansagen wurden wieder etwas überarbeitet. Neu sind die Highlights, die am Ende einer Runde und am Ende eines Matches abgespielt werden.

Außerdem ist es jetzt ganz einfach möglich Flag Run im Coop gegen Bots zu spielen. Dafür gibt es nun einen Button direkt im Hauptmenü. Es soll neuen Spielern die Möglichkeit geben, sich mit dem Spielmodus vertraut zu machen, bevor man sich in Matches gegen menschliche Spieler stürzt.

unreal tournament flag run

Flag Invasion wird zu Siege PVE

Was bisher etwas versteckt und unter dem Namen Flag Invasion im Spiel enthalten war, wurde nun in Siege PVE umbenannt. Dieser Modus basiert auf Flag Run und ist nur ein Prototyp, also in keinster Weise ausgereift. Bei diesem Spielmodus muss man als Team für 10 Minuten anstürmende Gegnerwellen aufhalten. Die Flagge darf nicht die eigene Basis erreichen.

unreal tournament siege pve mode

Dabei haben die Gegner unterschiedliche Eigenschaften und Ausrüstung. Umso länger eine Runde andauert, desto stärker werden die Gegner. Gespielt wird auf den Maps von Flag Run.

Neuer Look für Pickups, Neue Challenges, besserer Netcode

Die Health und Armor Pickups haben einen neuen Look spendiert bekommen. Diese sehen nun viel künstlicher aus. Die Entwickler hoffen hierbei auf zahlreiches Feedback der Spieler.

health armor pickups prototypes

Wer neue Herausforderungen sucht, der darf sich über drei neue Challanges freuen, die sich alle um den Modus Flag Run drehen. Zusätzlich hat Epic Games die bisherigen Challenges etwas umstrukturiert. Einige der Blue Star Challenges wurden zu Gold Star Challenges. Man kann nun bis zu 60 goldene Sterne erlangen. Entsprechend wurden auch die Voraussetzungen für die Belohnungen angepasst.

In letzter Zeit klagten viele Spieler über eine mangelhafte Treffererkennung, die sich vor allem bei Hitscan-Waffen bemerkbar machte. Der Netcode wurde nun überarbeitet und viele Probleme bei der Treffererkennung sollten damit behoben sein.

UT Pre-Alpha Download

Unreal Tournament kann über folgenden Link kostenlos heruntergeladen werden. Man benötigt lediglich einen Epic Games Account.

Auch das fertige Spiel wird nach dem Release kostenlos zur Verfügung stehen. Die Entwicklungskosten werden über optionale Microtransaktionen abgedeckt.

UT Pre-Alpha Build 28.03.17 Changelog

Major Changes

Coop vs AI FlagRun available via QuickMatch or hubs.
Weapon animation overhaul.
Movement updates to wall running, acceleration, and dodge landing.
Weapon balance changes, particularly to Flak Cannon.
New Siege PVE prototype game mode available as hub ruleset.
New and updated Single Player Challenges.
Significant improvements to hitscan registration in network games.
Improvements to FlagRun game mode and significant updates to FR-Fort and FR-Loh.
Improvements to warm up and waiting for matches.
Simple UI for joining LAN games.

Levels

FR-Fort
Visual pass in progress
Attacker base layout updated
FR-Loh
Significant layout changes
FR-Meltdown
Layout updates.
Adjustments to redeemer volumes.
Adjustments to jump pad ledge in tunnel to mitigate player snagging.
Replaced Sniper with LG as default pickup.
Chill
Visual updates for performance and visual clarity
Outpost 23
Adjusted exterior post process.

Weapons

Fixed early put downs of out of ammo weapons.
Flak Cannon
Primary fire re-balance – faster firing rate (every 0.75 seconds), significantly lower max damage (100).
Increased flak ammo to compensate for lower damage.
Lightning Rifle
Prototype blueprint converted to C++.
Rocket Launcher
Adjusted rocket seeking.
Play low ammo sound when alt loading rockets and running out.
Enforcer
Added support for differently scaling vertical and horizontal components of firing spread. Enforcer spread is now mostly vertical.
Bio Rifle
Fixed bio shot collision offset from mesh if shot point blank.
Grenade Launcher
Fixed attaching sticky grenades to lifts.

Movement

Can wall run farther on vertical walls.
Adjusted how we prevent wall dodgers from air controlling back to the same wall.
Reduced player acceleration post initial fast acceleration from 4000->3200.
No longer almost stop player on dodge landing.
Reduced acceleration right after dodge landing.
Lowered default mouse sensitivity to 5. UI uses same sensitivity scale (multiplied by 10) as game.
Adjusted mouse acceleration endpoints.

In Game Menu and Interactive Scoreboard

Moved the “Start Match” and “Change Teams” buttons to the bottom center of the interactive scoreboard.
New version of post match summary showing awards and XP progress.
Esc switches to interactive scoreboard when displaying post match summary.
Split kills and deathblows on the Showdown scoreboard.

HUD

Outline dropped flag when in view. Don’t draw separate flag icon in FlagRun, instead circle around flag/FC.
In world flag beacon overhaul.
Fixed HUD win message scaling.
Adjusted order of rendering for HUD widgets, so can see ammo when zoomed overlay is up.
In FlagRun, Redeemer beacon pulses when player is in the spawn room.
Fixed showing multiple empty slots in a weapon group on weapon bar.
Don’t allow weapon bar or hud announcements to be scaled above 100%.
Adjusted weapon bar default opacity settings.
Don’t show redeemer on weapon bar when don’t have it.
Shrink quick chat bar a bit and don’t cover the whole screen in smoke.
Added HUD shake on weapon fire. Removed the XY screenshake from shock and sniper.
Turn off HUD mini quick info by default.
Spectator slide-out no longer shows players that are ineligible for viewing by the local player (e.g. enemy team when spectating because out of lives)

Announcements

Generalized ability for local messages to cancel voice announcement client-side when about to play due to changed game conditions.

Hubs

Hubs now support custom naming of a game.
Added FlagRun Coop vs AI ruleset.
Siege PVE prototype game now available as hub ruleset.
Removed BigDM and iDM rulesets.
Added RequireFull option for matches to require all players to join before match will start.
Added a „Allow Bots“ check box to the match creation screen.
Smoothed out joining matches on a hub.
Matches that are still „launching“ are now displayed
You can now join a match that is in the process of launching
Everyone gets the StartMatchWindow if they can’t go directly into the game
Fixed players cannot back out of an Instance once the hub lobby has been shut down.
Fixed crash issue for custom matches using lots of mutators.
Fixed the custom setup dialog to be cleaner in terms of presentation
Don’t show active matches on the hub list for password protected hubs to prevent various exploits to bypass passwords.
Return to hub, not main menu, if decline custom content loading when trying to enter a hub match.
Only fill DM games with empty slots up with up to 5 bots rather than 8.

Effects and Rendering

New prototype health and armor pickups
First person flag pickup effect.
Sheen effect on pickups.
Set fixed bounding boxes on a bunch of particle effects to improve performance.
New materials with customization support for Sniper Rifle, Flak Cannon, Link Gun, and Rocket Launcher.

Sounds

Increased amplification of enemy footsteps behind you.
Increased volume of rocket loading sound.
No redeemer low fuel warning sound after shot down or blown up.
Adjusted level music volumes that were inconsistent.
Separate quieter reload sound for instagib rifle.
Made male and female death cues louder (volume 0.75 to 1.0)
Louder flag pick up/returned sounds. Still attenuated, but not ducked because now classed as stingers.
Fixed link gun beam looping sound not playing if start alt-fire during primary cool down.
Changed jumppad sound attenuation settings.
Only use generic footstep sound (temp for testing).
Increased volume of rocket loading and rocket firing sounds.

Mod Support

Add NotifyPlayerDefaultsSet so that blueprint game mods know when the inventory has been given out.
Expose config file writing to mods. All goes to Mod.ini, user selected sections and keys.
Better access to UMG based HudWidgets for blueprint.
Added a hud event BeforeFirstFrame which is called directly before the first frame is rendered and only then.
Fixed bug where blueprint referenced objects were cleaned up or not async loaded, which caused a bunch of Elimination crashes.

FlagRun

Increased XP awarded for FlagRun games.
Flag carrier is always pinged when he kills an enemy, even if not in target’s view at time of shot.
Added early incoming warning support, so can get incoming warnings before enemy FC penetrates inner base.
Adjustments to undefended route notifications.
Give players locker weapons on spawn in FlagRun.
Play incoming warning in warning zones if FC is pinged in zone.
Increased priority of door rally message.
Decreased priority of terminated message.
Cancel speaking some obsolete callouts (get the flag after flag is picked up, and need rally after rally starts).
Repeating alarm while flag held inside defender base.
Sniper call out when teammate is targeted by enemy sniper who also has line of sight to you.
New round highlights added.
Now have end of match highlights for FlagRun.

Challenges

Updated gold star challenges to include FlagRun challenges and some of the Chill and Underland challenges, retired some old challenges, and adjusted the higher tier unlock levels.

Animations

Weapon animation overhaul (Enforcer, Link Gun, Flak Cannon, Rocket Launcher, Sniper Rifle, Lightning Rifle, and Shock Rifle).
New positioning.
New firing and idle animations.
New animations to support player movement feedback.
Improvements to how direction change anims are triggered with leans on consecutive direction changes and under certain speeds.
Changed rules from stop transition back to moving.

Networking

Significant improvements to hitscan registration.

Bots and AI

Fixed AI incorrectly thinking they are in a spawn protected area in some situations (fixes offense AI issues in FR-Loh).
Improved bot pickup detour handling, especially when near other bots.
Fixed various cases of bots not being aware of enemies picking up certain items.
Fixed a pathing issue on DM-Sand.
Improved bot sniping behavior and added AI logic for lightning rifle.
Improved AI behavior with suppressive weapons (spam at enemy’s last seen location even if AI heard them elsewhere).
Fixed bots sometimes crowding the flag carrier at the attacker spawn in flag run.
Fixed bots having wrong focus when on a jump pad if they aren’t actively engaged with an enemy.
Fixed rare issue of bots pathing incorrectly to a jump pad on a different floor than they are currently on.
Improved behavior of bots that are charging an enemy and successfully reach them without combat being resolved
Fixed sniper weapons not being flagged as such for the AI.
Bot skill encoded into their ping as 90 – 10*skill.
Fixed bots defending FC in CTF getting indecisive/confused if the enemy flag carrier has been recently detected.
Fixed bot attack/defend assignments when a bot normally on defense happens to pick up the enemy flag.
Fixed missing water navigation in DM-Underland.

Pre-Match and Post-Match

Lineups enabled for all game modes.
End of match freeze projectiles and effects in all game modes.
Regular CTF halftime works more like a FlagRun intermission.
Add spectator cameras as fallbacks to the initial loading view system.

Kicking and Banning

Improved idle detection implementation.
Reset idle on new player on join so late joining player doesn’t get kicked for idling.
Added a 10 second grace period where players who were not idle at the end of the last match are guaranteed a slot via prelogin.
Kick Vote % is recovered when the PRI rebuilt to keep players from clearing a kick vote in progress by reconnecting.
Fixed admin bans.
Fixed bans and kicks not always getting their message to the client before the client shuts down.

Basic Training

Limit upwards skill adjust for basic training bots.
Updated Flag Run Tutorial: added dialog about rallying.

UI

Simple UI to join LAN games. Detected LAN matches now show up on main page of UI.
Duck the menu music when web announcement is playing.
Clear out announcements when the menu closes.
Fixed panels not getting cleaned up when menus closed.
Added code to flush the input stack when a movie finishes loading.
Fixed issues with UI losing focus when alt-tabbing in and out of game.
Fixed Social Bing notification updating after sending or accepting friend requests.
Added a tally of stars to the MCPProfile so that the backend can access it for the player card.
Updated matchmaking dialog.
Fix for a crash if viewing a player card offline.

Misc. Gameplay

Fixed duel playerstart selection not taking other player choices into account.
Fixed offline challenges filling with extra bots.

Parties

Fixed matchmaking dialog not going away for party members if the leader cancels.
Don’t quit hub lobby if you hit join party.
Updated same server check for party server transfer to exclude cases when you are a spectator and should get converted to regular player.

Warm Up

Reduced Quickmatch max warm up to 2 minutes, Hub match max warmup to 3 minutes.
Warm up lasts only 60 seconds for LAN servers and quickmatch or hub games that have already completed one match.
Quickmatch will start with just 1 human player at end of warmup.
Regular hub matches will start with 2 human players, except for competitive game modes that don’t allow join in progress, which require a full complement of players.

Ranked matches also require a full complement of players to start.
No longer have per gamemode/URL controlled MinPlayersToStart property.
Fixed some impact effects not vanishing on transition between rounds and from warmup to game start
Warm up notification on HUD.

Replays

Fixed stale announcements playing at the start of a FlagRun instant replay.
Chat support during instant replay.
Added „Instant Replay“ to instant replay HUD.
Fixed destroyed level actors not being handled properly for replays when starting from a checkpoint.

Quelle: epicgames.com

The Making of Fort - Part 1 mousesports präsentiert Pro-Team mit frag^m und hypno
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