Ping and UI Updates:
- Rescaled and reconfigured distance based scaling for loot item and weapon pings
- Increased lifetime duration for item ping and vehicle ping from 15 to 21 seconds
- Increased max count for item pings from 5 to 7
- Rescaled location and vehicle marker in world space
- Rescaled location marker in compass
- Repositioned threat and location ping on compass to be below the latitude and cardinals
- Added remote weapon fire alert in compass
- Changed Cosmium distance label font from Barlow to Furore to improve readability
- Fixed distance label overlapping with ping icons when clamped
Squads:
- Improved UI visibility for local player identification
- Added downed state and depletion progress in BR squad profile and floating HUD marker
- Added an option to enable <playername> in floating HUD makers
Firefights and Engagements:
- Updated damage number colours for headshot, bodyshot, downed shot and killing shot
- Updated hit vfx for player body
- Updated hit vfx for player head
- Updated player death vfx
- Updated bullet impact vfx for surfaces to assist aim correction
- Updated vfx on smoke grenade adhering to the new visual direction
- Updated vfx on frag grenade adhering to the new visual direction
- Updated dive vfx and dive impact vfx adhering to the new visual direction
Inventory, Loadout and QOL updates:
- Resized altimeter and speedometer
- Rescaled flight widget, now the flight widget does not overlap with any input button in the default button layout
- Added recommendation system for small and large medpacks
- Added a customizable setting for recommendation system
- Added auto equip feature for grenades, now players can select a grenade and equip it directly
- Added a customizable setting for auto equip
BR Systems / Design Updates:
- Changed supply drop spawn round from 1 and 2 to 2 and 3
- Changed inventory stack capacity for large medpack from 3 to 1
- Changed inventory stack capacity for throwables from 3 to 2
- Scaled up the hit confirm markers for player head and body
- Increased viable area radius for flight path trajectory calibration to allow more variation in flight path
- Increased flight height for longer air time
- Slightly repositioned the tp camera for dive state
- Changed the look pivot angle to match the dive pitch angle
- Implemented dive_v2. Added thrust mechanic to dive for farther reach
- Increased storm round 1 radius from 1800 to 2000
- Subsequently, increased the travel time of storm round 1 from 190 to 200 seconds
- Decreased values for normalized edge offset and normalized edge cutoffs for all storm rounds
- Made the storm less predictable and less centric
- Changed interaction for incremental inventory item drop from hold to swipe
- Subsequently, interaction for dropping all items in the slot has been changed from swipe to hold