Call of Duty: Black Ops III

Call of Duty: Black Ops III

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Päivitys: 20.7.2024 klo 1.22

General:
- Adjusted out of bounds clipping to prevent zombies walking through geometry outside of the 'Main Road' area.
- Replaced the sound that plays when 'flashbanged' by a lightning strike to a tinitus sound.
- Made adjustments to perk defense location selection logic in cases where 0 perks have been successfully defended, but 1 or more perk defense events have naturally started.
- Adjusted various pistol ADS speeds to more closely reflect the weapon's grip angle. (Steeper grips have slightly slower ADS by ~50-100ms)
- Minor adjustments to detailing on and around the church near the 'Main Road' area.

Zombshell Cider:
- Dramatically reduced the base cooldown rate for Zombshell orb activations, from 320 seconds to 15 seconds.
- Cooldown time now increases by 15 seconds with each time the orb is activated, up to a limit of 280 seconds.
- Cooldown reduction per-kill reduced from 2 seconds to 1.5 seconds.
- Zombshell damage multiplier reduced from 2x to 1.5x.
[The goal with these changes is to make Zombshell orb activations more frequent, to better contrast the lower frequency and high potency of Blood Wolf Bite wolf activations]

Bug Fixes:
- Fixed a bug that caused the Quick Revive machine to not appear in the cycling perk machine animation during a perk defense.
- Fixed a bug that caused perk defenses that ended due to a 'timeout' condition to prevent new defenses from occurring.
- Fixed a bug that caused perk defenses that ended due to a 'timeout' condition to be unable to be re-activated.
- Minor optimisations to math relating to soul collection during perk defenses.
- Removed some unused functions relating to perk defenses.

Päivitys: 21.6.2024 klo 3.32

General:

- Added the Ballista MK2, an all new high power bolt-action rifle with fast handling and a slow rechamber. Fires chargeable plasma rounds when upgraded. Available in the Mystery Box.
- Boss Panzer Soldats now take less damage early in both bossfights, and take increased damage as the fights progress. This is to help prevent one-cycling the boss(es), and also ensures the fight doesn't drag on for too long. Note that this behaviour already existed before this patch, however the strength of the effect has now been slightly increased.
- Free broken perk bottle side EE now requires 5 continuous rounds inside the zeppelin instead of 3.
- Removed an obstructive chair prop from near the Morse code transmitter.
- Re-added enemy RAPS to the signal flare lock-down sequence. They spawn at a reduced frequency and in less numbers than previously.
- Added subtle indicators for some existing sidequests to better denote their progress.
- Improvements to zombie ragdoll calculations. Ragdolls now launch away from small-arm explosives with the correct direction instead of always away from the attacker's position.
- 1st perk defense can now occur in the bombed house if the building has been opened before it occurs.
- 1st perk defense can no longer randomly appear in the Village Square if either door to the Bombed Street has been opened.
- Perk defense soul time reduction calculation has been changed. Amount of defend time per kill is now reduced per-player in co-op games, effectively making defenses last longer during co-op.
- Added additional Panzer Soldat spawn locations.
- removed trip mines from dig site loot table.
- Minor adjustments to ambient breathing timings.
- Minor adjustments to some geometry in the Zeppelin.
- Tweaked audio when the Panzer Soldat appears during the Signal Flare lock down sequence to better clarify narrative context.
- Updated contents of a secret chicken-ran workshop.


Bug Fixes:

- Fixed some floating rubble in the zeppelin and the crash site.
- Fixed broken 3rd person player animations at the end of the game.
- Corrected umbra/culling settings on certain props around the map that were causing visual issues.
- Fixed a bug that caused the Zombshell perk machine to not appear in the cycling perk machine animation during a perk defense.
- Removed multiple unused FX relating to ZOD Raps and unused mystery boxes.
- Resolved culling issues in the zeppelin near the grenade wallbuy and initial valve location.
- Resolved a traversal issue that prevented zombies from being able to access the Village Square when the debris connecting it to the Main Road area was closed.
- Improved quality and consistency of zombie skin shader (glowing head issue). Effect can be simplified by disabling Subsurface Scattering in the settings menu.
- Added additional LODs for zombie models, should improve performance when viewed at a distance or on low settings
- Fixed a bug that caused the Blood Wolf Bite ghost wolf to get stuck on a pair of traversals near the generator yard.


Weapon Changes:

Browning BLR Upgrade
- now supports AATs

M1927 + Upgrade
- Flat increase to damage by 25% when standing still and firing
- Increase to first person firing sound volume

MP-40 + Upgrade
- Increase to first person firing sound volume

Voltgewehr
- Reduced max ragdolled enemies from 10 to 8 per explosion. Kill effectiveness is unchanged, this is a server side performance optimisation.

Signal Flare
- Reduced base signal flare decoy time by 1 second, fully charged decoy time is unchanged.

Butterfly Knife
- Reduced damage from 1700 to 1400 to better fit progression. (OHKO up to round 13)

Lee Enfield
- Improvements to various animation foley and rumbles.

Päivitys: 19.3.2024 klo 2.32

General:
- Two new ciphers added to the map
- Added dynamic first person breathing fx and audio
- Bullet Impact decals now vary in size based on the caliber of the weapon.
- Team empty perk bottle powerups now appear after 5 perk defenses instead of 4
- Reduced time reduction per kill during perk defenses when the diesel generator is active from 7s to 6s
- Increased maximum perk defense time from 70s to 80s
- Re Pack-a-Punching a weapon now fully replenishes its ammo supply
- Minor optimizations to blood wolf bite on-kill trail fx
- Updated bulletmeshes and LODs on a handful of props for optimization and better visuals at distance

Panzer Soldat (standard and boss versions):
- Added 15% damage resistance against bullet weapons when Double Tap 2 perk is active. (intended to reduce importance of double tap RNG in main quest runs) Damage is still higher than without DT due to fire-rate for all ranged weapons.

Bug Fixes:

- Removed a space in the launch machine hintstring (Ty Kunjura :p)
- Fixed a bug that caused the crashsite launch machine to display 'launch trajectory obstructed' instead of the intended message

Weapon Changes:

Mtar-7 Upgrade
- Increased magazine capacity from 30 to 40

MP-40
- Reduced overall recoil
- Slight reduction to base movement speed
- Adjustments to reload rumbles
- Adjusted reload add time to sync better with animations
- Increased first person firing sound volume to better match other weapons

LAD
- Adjustments to reload audio & rumbles

Melee Weapons
- Balance Pass on base damage values to better fit their progression. Weapon abilites are unchanged.

Wrench
- Added audio and rumbles to first raise animation

Steilhandgrenate MK18 (Melee)
- Tweaks to flourish animation audio

ZRG 20mm
- Fixed using the wrong size bullet impact fx (changed to xtreme from large)

KGM-21
- Adjusted reload rumbles and audio

KGM-21 Upgrade
- Reduced minimum magazine capacity from 15 to 10 bullets. This weapon is intended to trade short term reliability for unlimited ammunition. This change aims generally make the weapon riskier to use.

KF5 + Upgrade
- Adjustments to audio when firing high-grain rounds.

Remington New Model Army
- Adjustments to audio and rumbles relating to the double action firing delay and combo system
- Increased firing sound volume

Päivitys: 2.10.2023 klo 23.28

General:
- Increased audible range and volume of the punch-card gas pressure release sound.
- Cleaned up raps round logic to end more reliably.
- Adjusted cloud fx in the zeppelin when looking down onto the supply depot.

Bug Fixes:
- Fixed a bug that caused non-player raps kills on the last raps in a wave to not end the round correctly

Weapon Adjustments:
VKM-750 & Upgrade
- Increased hip-spread while sliding.

Mauser C96 & Upgrade
- Adjusted sounds and rumbles for the Mauser C96's reload animations

Päivitys: 16.9.2023 klo 3.02

General
- Adjusted clipping and culling/umbra settings near the scaffold between the bombed street and 115 defense
- Adjusted various material settings for certain props and weapons to conserve minor amounts of memory
- Fixed the wood furnace prop using the 'wood' material type instead of 'metal'
- Morse code transmitter proximity radius has been slightly increased.
- The zeppelin's fuel tanks are now slightly brighter. This is intended to better guide new players through the initial map progression.

Perk Changes
Deadshot Daiquiri
- Deadshot Daiquiri headshot multiplier reduced from 2x to 1.5x

PHD Flopper
- Dealing explosive damage when using PHD Flopper now causes fx to play. This should better communicate the perk's explosive damage bonus.
- Replaced the PHD Flopper 'flop' explosion fx to better match the new damage bonus fx.

Blood Wolf Bite
- Fixed a bug that caused the cooldown complete sound cue for Blood Wolf Bite to play even if the player had lost the perk
- Fixed a bug that caused the ghost wolf to immediately respawn after the cooldown for Blood Wolf Bite had completed. Players must now re-accumulate dealt damage to summon the wolf again.

Zombshell Cider
- Zombshell Cider damage multiplier increased from 1.5x to 2x


AI Changes
- Enemy raps now detonate more quickly if they end up out of bounds
- Enemy raps should now fall through the map far less frequently
- Zombies killed due to respawning no longer count toward perk defenses

Weapon Balance Changes
Voltgewehr
- enemies now receive additional damage from all sources while stunned by the Voltgewehr and its upgrade.
- Slight increase to blast radius on Voltgewehr stun kills.

Hitchcock M9 Upgrade
- Reserve ammo increased from 9 mags to 10 mags
- Increased mag size from 30 to 45

Galil Upgrade
- Increased head, helmet and neck damage multiplier from 4x to 5x

Maddox Upgrade
- Reduced min damage from 250 to 220 to reduce effectiveness at range

Scar-H Upgrade
- Base damage increased from 220 to 230
- Min damage increased from 140 to 180

Breda Modello 30
- Min damage increased from 140 to 180

Breda Modello 30 Upgrade
- Min damage reduced from 290 to 270
- Head damage multiplier increased from 4x to 5x

KGM21 Upgrade
- Helmet and neck multipliers increased from 3x-4x to 5.5x to match the head multiplier

M14 Upgrade
- Head, helmet and neck multiplier increased from 4.5x to 4.7x

Ribeyrolles Upgrade
- Base damage decreased from 270 to 240 to bring more in-line with other low-power rifle cartridge firing weapons
- Head multiplier increased from 4x to 4.5x

Sterling Upgrade
- decreased head damage multiplier from 5x to 4x to bring in line with other smgs
- Upper and Mid torso damage multiplier increased from 1x to 1.5x

Daemon 3XB Upgrade
- Increased max damage multiplier of the weapon's special effect from 2x to 2.5x to push the weapon further into its niche

KF5
- Upper and mid torso damage multiplier increased from 1x to 1.5x
- Min damage range decreased from 1500 to 1200
- high grain cartridge damage multiplier increased from 1.3x to 1.45x

KF5 Upgrade
- Upper and mid torso damage multiplier increased from 1x to 1.5x
- Min damage range decreased from 1500 to 1200
- high grain cartridge damage multiplier increased from 2.25x to 2.45x

RK7 Upgrade
- Base movement speed increased from 1.065x to 1.075x

Enfield No2 Upgrade
- Bonus powerup drop rate increased from 1/60 to 1/50

STG-44 Upgrade
- Increased per-player damage multiplier bonus from 1.1x to 1.2x

M8A7 Upgrade
- Shots that destroy helmets now deal an additional 50% damage

Remington New Model Army Upgrade
- Reserve ammo decreased from 14 mags to 12 mags (This is to further encourage use of the weapon's special ability as a means of conserving ammo)

Wrench
- Increased damage against Panzer Soldats

Note:
I'm currently aware of a bug that causes raps rounds to continue forever under certain conditions. I have been unable to reproduce this myself, but I have added multiple checks to the raps round logic to hopefully resolve the issue. If you're still getting the issue, let me know in the comments or on the Bug Reports discussion page.

Päivitys: 9.8.2023 klo 1.17

- Fixed a regression/bug in the last patch that caused 115 dowsing machine health bars to appear massively extended.
- Fixed a bug that caused the 115 dowsing machine's lightning strike fx to not play correctly if it wasn't entirely within view of the player.
- Fixed a bug in which a 115 Dowsing Machine's health bar wouldn't appear in Co-op if two or more players entered its vicinity within ~0.3 seconds of each other.
- Adjusted at which stages the 115 Dowsing Machine's health bar changes color. It now begins turning red slightly later, and becomes 100% red sooner.
- Adjusted end-of-round logic during raps rounds to end more consistently.
- Slightly reduced volume for the ambient raindrop hitting helmet sound effect that plays when raining and outdoors.

Päivitys: 26.7.2023 klo 0.56

- Zombie helmet health now stops increasing after round 20
- The health of 115 dowsing machines now increases by 100 for each perk successfully defended. (zombies deal 50 damage per hit).
- Kills with Voltgewehr explosions no longer ragdoll more than 10 zombie corpses at a time, additional kills are annihilated instead. Should reduce client CPU load.
- Kills with Voltgewehr explosions are now handled in a separate thread, this should reduce server-side hitching and will reduce the delay for the bubble after kill on the bubble step of the main quest.

Weapon Balance Changes:
Swat 556:
- Reduced overall damage profile to be more in-line with the other assault rifles on the map
- Increased burst mode headshot multiplier from 3x to 4x
- Increased burst mode upper torso multiplier from 1x to 1.5x
- Increased auto mode lower torso multiplier from 1x to 1.5x

Swat 556 Upgrade:
- Reduced overall damage profile to be more in-line with the other upgraded assault rifles on the map
- Increased burst mode headshot multiplier from 4x to 5x (auto remains at 4x)
- Increased auto mode lower torso multiplier from 1x to 1.6x
- Increased auto mode upper torso multiplier from 1x to 1.25x
- Increased burst mode lower torso multiplier from 1x to 1.25x
- Increased burst mode upper torso multiplier from 1x to 1.6x

Päivitys: 26.7.2023 klo 0.40

Reverted previous patch. Helmet health cap logic was incorrect.

Päivitys: 26.7.2023 klo 0.38

Päivitys: 21.7.2023 klo 0.23

- Fixed a bug that caused the Voltgewehr to unintentionally instantly kill Panzer Soldats who were stunned by the Voltgewehr
- Added an extra check to ensure players are not internally considered 'in a bubble' when the zeppelin is destroyed