Joke Collection Website - News headlines - Escape from sharing the update log of Takov 0. 12. 12.
Escape from sharing the update log of Takov 0. 12. 12.
We published the update log of version 0. 12. 12 of Escape from Takov. We would like to remind you that this update will delete files, which means that your account progress will be reset.
Major changes:
1. Add a map lighthouse. The lighthouse at Cape Dagni is an important strategic point on the road to Takov. During the contract war, it was the main entrance of USEC army and its combat base. After the conflict, Scav took a fancy to this place until the owner who originally wanted to stay in Takov and establish his own order came back.
This is the first edition of this map. In the future, the map will be expanded to include new bosses.
2. The lighthouse map will contain a new type of artificial intelligence _ former USEC agent, also known as rogue (rogue/rebel USEC). They are a group of former PMC people who used to act together. They are well-equipped, well-trained and well-coordinated. They share similar interests with the marauders, but they are United around the same military history.
The rebel USEC has taken over and stationed in the sewage treatment plant. Fixed machine guns and Grenade launchers have been installed on the outer edge, and several soldiers will patrol around the clock. When an enemy is found or suspected to exist in the fire area, the guard will fire suppression fire to try to prevent the enemy from approaching their territory.
These new artificial intelligences are more tolerant of the USEC camp. They won't fire at USEC players unless they try to enter their territory. If the player gets too close, he will be ordered to leave immediately, and will be shot if he doesn't obey. In addition, if USEC players team up with bear players, they will all be regarded as enemies and will be attacked without warning.
If a USEC player fights with hooligans, he will be regarded as a traitor and will be regarded as an enemy in the next few games.
3. Inertia system is added to the game as a more realistic way of moving. Inertia will be manifested in the following situations:
Walking and translation
spraying jet
Make a sharp turn when sprinting
Landing after jumping or falling from a certain height
Sideways and strides
Inertia strength depends on the weight of the load and the strength skill level. The more weight you equip, the lower your strength skill level:
The longer it takes to start exercising (walking, translating, sprinting);
The longer you stop moving (walking, translating, sprinting);
The longer it takes to change the direction of motion;
The deceleration is stronger when sprinting;
Stronger and longer deceleration when jumping or landing from a certain height;
Slow down sideways or striding.
When the player's strength level is 0, the inertial strength begins to manifest when the load is 0kg, and when the strength elite level is 10kg. When the player's power level is 0, the inertia strength reaches the maximum when the load is 70kg, and the power elite level reaches the maximum when it is 80kg.
4. Extend the squat/lift mechanism. Now the duration of these exercises depends on the degree of overweight. Getting up consumes endurance, depending on the degree of overweight and the change of posture bar (the height at which the character stands).
5. Extended weapon failure mechanism. In addition to not being able to fire, weapons may now have the following faults:
Cann't throw the shell _ After firing, the shell is stuck in the bolt and the throwing mouth is visible. Most of the reasons for this problem are related to the durability of weapons, and a small part is related to the overheating of weapons and the nature of ammunition.
Unable to load _ After firing, the next bullet cannot enter the gun chamber (ammunition is stuck in weapon parts, such as magazines, etc. The main reason for this problem is related to magazines, especially large-capacity magazines and drums. Other reasons: properties of bullets, overheating of weapons and durability of weapons.
Stuck bolt-The bolt got stuck after firing. There are two situations: general and serious. The only difference is the time required for troubleshooting. The only reason why the bolt is stuck is overheating and the durability of the weapon. Serious interference will only occur on weapons with low endurance (below 5%).
The new weapon will not break down (the durability is higher than 93%), except for the failure caused by overheating.
Some weapons will not fail because of their design or launching method.
Now, in order to repair the fault, it is necessary to judge the fault type first. To determine the fault type, you need to press the Weapons View button to view the faulty weapons.
The role of elite troubleshooting skills, when a weapon fails, will automatically know the type of failure without looking at the weapon.
Now, after the operation of weapon failure (failure, failure type detection, failure repair), there will be color prompts and prompts. These prompts and sound effects can be turned off by canceling the "Fault Reminder" option in the game settings.
6. weapon overheating and related effects have been added in the game.
Weapons heat up when they are fired. The heating rate of each ammunition depends on the ammunition, barrel and other weapons accessories related to heating (shell, muzzle device, wooden guard, etc.). ).
Contrary to overheating, weapons will continue to cool down. The cooling rate also depends on the barrel and other cooling-related weapon accessories (shell, muzzle device, wooden guard, etc.). ).
By observing the visual state of the barrel and muzzle device, we can understand the overheating degree of the weapon. You can distinguish four stages of overheating. Every overheating stage will produce new negative effects.
Mild overheating _ The weapon is hot, but the barrel and muzzle device will not be red. Influence: the barrel and muzzle device are heated, the wooden protector will be detected by the thermal imaging sight, and there will be heat waves in the barrel and muzzle.
Moderate overheating _ The weapon is hot, and the barrel and muzzle device are red. Influence: the accuracy of weapons decreases, the failure rate increases, the wear rate increases, and the maximum durability of weapons decreases when firing.
Severe overheating _ The weapon is hot, and the barrel and muzzle device will make a "zi zi" sound. Influence: The change of the firing rate of weapons has the risk of chamber explosion.
Extreme overheating _ After reaching this stage, a fault occurs _ The bolt will get stuck.
7. The ballistic performance of ammunition has been improved. Now when calculating the trajectory and kinetic energy of ammunition, the muzzle velocity, weight, caliber, shape and ballistic parameters of ammunition will be calculated. In the previous version, only the initial speed and weight were calculated.
Therefore, ammunition can be as close to the actual data as possible. At the same time, the damage attenuation caused by bullet kinetic energy at a long distance and the penetration depth and damage increase caused by bullet speed change are calibrated. For example, when the distance of 5.45x39 ammunition is 150m, the damage will be reduced by about 20%, but when a longer barrel is used, the damage and penetration depth will also increase due to the increase of bullet speed. However, it is worth understanding that some ammunition will be calibrated when the data is complete because it is not open source or the data is incomplete.
8. Adjust the recoil mechanism when shooting:
Reduced recoil compensation during long-term shooting.
Reduce recoil compensation for skill rewards.
Macro-improvement of weapon recoil system
9.VOIP voice _ added voice communication function. To enable this feature, you need to select the "Enable VOIP" option in the game settings.
This function is designed for players to collaborate and negotiate.
Remember, abusing VOIP system will ruin the game experience for you and other players.
Improper behaviors such as insulting, playing music and blocking voice channels when using VoIP voice will lead to the punishment of disabling this function and blocking the game account.
VoIP can only be used in war situations, and it can only be called by pressing buttons.
Players cannot talk continuously for more than 15 seconds. You can only talk every 20 seconds 15 seconds, whether it is continuous or not.
Too frequent use of push-to-talk will lead to automatic disabling for a short time.
You can report improper VOIP use. Press the report button in the gesture menu to report the player who is talking or has spoken within two seconds. Can't report team members.
The volume of speech depends on the distance from the speaker, and also applies to other objects related to volume: room partition, floor, wall, earphone, mask and so on.
Scav can hear the player's voice.
VOIP can be turned off quickly through gesture menu or shortcut key.
The hotkey for pressing the key to speak can be modified in the control settings.
10. Operation task expansion
Various introductions have been added to various operational tasks.
In the player overview interface, statistics on the number of completed action tasks have been added.
Added the condition of "evacuation at designated evacuation point" for the task of "evacuation at designated place".
1 1. Added some functions of using food/drinks.
Only the duration of the effect varies according to the consumption. The delay before the effect takes effect remains unchanged.
All effects can be superimposed on the original value of the effect.
Negative effects can only be added to the original value.
Negative effects are related to skill level (for example, metabolic skills can shorten the duration of negative effects by up to 50%).
When the metabolism is adequate, the negative effects will be related to the immune level.
12. A new project was added:
New weapons
New weapon components
Four new grenades (including impact grenades)
New equipment
New exchange
New key
New containers (hormone storage box and key card package)
Rangefinder (handheld rangefinder and ranging tactical equipment)
Five new types of ammunition
New USEC and bear clothes
New unique armband
New facial models of two camps
13. A new task is added on the lighthouse map.
Image modification and optimization:
1. specular reflection _ reflection effect of wet or smooth surface and water surface. This technology has been completely redesigned _ now the reflection effect looks more realistic and the loading time is obviously shortened.
2. Optimized remote vegetation rendering. This makes the use of CPU significantly reduced when loading a map with a large number of trees and other vegetation.
3. The physical collision of objects is optimized.
4. Server optimization.
5. Screen space reflection is now turned on by default in high image quality and extremely high image quality.
6. Reduced the desaturation effect in rainy days, and now the picture looks clearer.
Maintenance list:
1. Fixed the error that the merchant's replenishment time was not updated until the client was restarted.
2. Fixed an error that when moving the flashlight on a weapon to another field, it would lead to unlimited loading.
3. Fixed the problem that the map with interactive insurance in the game would cause error 500.
4. Corrected the problem of insufficient light in the hidden place.
5. Fixed the error that AI could shoot through the wall in the factory map.
6. Fixed the watching animation of Saiga 12 and SVDS.
7. Fixed the error of overlapping sound of stairs in the dormitory area on the third floor of Customs.
8. Fixed the error that AI could switch to squatting position instantly.
9. Fixed the problem that 10 unit could not separate money or ammunition.
10. Fixed a bug where players could kick the door and lock it in the corner to choose to break the door.
1 1. Fixed the problem that players can change from lying posture to standing posture in unreasonable areas when loading weapons.
12. Corrected the error that the water filter was still consumed after making pure water.
13. Fixed the error that the quotation postponed at 00:00 still disappeared from "My Quotation".
14. Fixed the error that the eye protection of "Gorilla" welding mask was not counted.
15. Fixed a bug that triggered running animation when the player fell down.
16. Fixed a problem that only one was displayed when two or more identical accessories were modified in flea market search.
17. Fixed the error that the countdown of the merchant's replenishment disappeared after the timer ended.
18. Fixed the problem that the introduction information was not triggered when entering the hidden place for the first time.
19. Fixed the problem that the offline mode AI refresh exceeded the requirements.
20. Fixed the problem that bear old pants disappeared.
2 1. Fixed the stretched polygon that would appear in the hidden shooting range.
22. Fixed the problem that Glukhar's younger brother didn't shoot the player with ammunition.
23. Fixed the problem that the first weapon on the enemy would be completely destroyed during inspection.
24. Corrected the visual difference of magazine loading/unloading ammunition indicator.
25. Fixed the problem that the sound of the firing pin could still be heard after the silencing weapon was fired.
26. Fixed the error of saving the action task after resetting the account information.
27. Fixed the problem that all floors could hear the lock ring when the nursing home was unlocked.
28. Fixed the problem that hand endurance consumption did not increase when water decreased.
29. Fixed some audio problems that led to overlapping sound effects.
30. Fixed some problems that caused error 228.
3 1. Fixed some problems that caused the game to crash.
Other fixes:
Some weapons data have been adjusted and optimized.
Remove fast-throwing mines. Now, when you press the button, your character will randomly take a Grenade from his chest or pocket and put it in his hand.
Adjusted and added a new hidden location formula.
Modified the unlocking condition of the hidden location area.
Now all keys are durable (100 times, except for the durable keys before).
Modified the startup equipment of AI and player Scav.
Balance the rarity and refreshing position of items.
The logic and parameters of various weapon accessories have been changed and repaired.
Modified the range of goods traded by merchants.
Localization repair and optimization.
Balanced task reward.
Some goods can't be put on shelves or bought from flea markets:
"Rys-T" bulletproof helmet
Wendy's team escape ballistic helmet (black)
Vulkan-5 (LShZ-5) bulletproof helmet
Altun bulletproof helmet
6b436A Zha Blareau-Shi bulletproof vest (0/85)
NFM· tolle integrated carrying bulletproof vest
LBT-6094A smooth flat carrier
LBT-6094A Smooth Flat Carrier (Brown)
LBT-6094A smooth flat frame (olive)
5. 1 1 Tactical Hexagon Flat-bed Transport Vehicle
Fortreduce-t5 bulletproof vest
Bntichuk -6a bulletproof vest
IOTV fourth-generation bulletproof vest (full set of protective equipment)
Fortress defender -2 bulletproof vest
Crass cologne -VM bulletproof vest
IOTV Gen4 body armor (assault kit)
Fortreduce-m bulletproof vest
IOTV Fourth Generation Body Armor (High Mobility Equipment)
BNTI Gzhel-K armor
Ars Arma CPC MOD.2 flatbed transport vehicle
5. 1 1 Tactical TacTec flat carrier drilling rig
CQC Osprey MK4A flat carrier drilling rig (protection, MTP)
WARTECH TV- 1 10 flatbed transport vehicle
Ars Arma A 18 Skanda flatbed transport vehicle
CQC Osprey MK4A Flat Carrier Drilling Rig (Assault, MTP)
6Sh 1 18 raid backpack
Mysterious Ranch 2 1 point 50 backpack (multi-seat)
SSO attack 2 raid backpack
Ebele Stoke F4 Terminator Load-bearing Backpack (Tiger Stripe)
. 45 ACP AP
7.62 x 5 1 mm M6 1
7.62 x 5 1 mm M993
7.62 x 5 1 mm M62 tracker
7.62x54mm mm catapult
7.62x54mm R BT gzh
4.6x30mm AP SX
4.6x30mm subsonic SX
5.56x45mm SSA AP
5.56x45mm mm M995
5.56x45mm M855A 1
5.56x45mm M856A 1
7.62x39mm mm BP gzh
7.62x39mm mm MAI AP
5.45x39mm mm BS gs
5.45x39mm mm PPBS gs "Igolnik "
5.45x39mm mm 7N40
9x19mm AP 6.3
9x19mm PBP gzh
5.7x28mm SS 190
5.7x28mm SB 193
12/70 AP-20 alloy
12/70 prime minister HP bullet
12/70 super performance high pressure slug
9x39mm BP gs
9x39mm SPP gs
40x46mm M44 1 (HE) Grenade
40x46mm M433 (HEDP) Grenade
23x75mm mm "Zvezda" flash bomb
.300 power outage AP
Point 338 Lap Amagnan AP
Forward-looking infrared RS-32 2.25-9X35mm 60Hz thermal rifle sight
Trijicon REAP-IR thermal mirror
GPNVG- 18 night vision goggles
Sword international Mk- 18 .338 LM sharpshooter rifle
FN40GL Mk2 Grenade Launcher
5.56x45 Magpur PMAG D-60 STANAG 60 magazine
5.56x45 surefire mag 5-100 stanag100-round magazine
AK 7.62x39 X product X-47 50 rounds drum magazine
Ak 7.62x39 promag AK-a-16 73 round barrel magazine
TerraGroup laboratory access card
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