General Changes

User Interface:

  • Improved the collection screens making them easier to use and clear as to what we’re interacting with 
  • Improved the ways in which we’re able to manage our attachments via the collection screen to reduce the number of interactions we need to have when building our loadouts
  • Enhancements to their Player Card screen and End of Round (EOR) to provide additional polish
  • Added new markers to make our newly unlocked items easier to find
  • Improved screen transitions when entering and returning to the Main Menu
  • Improved Report a Player flows, specifically around toxicity and cheating reports

Matchmaking & Friends 

  • Improved the experience between EOR and the Main Menu
  • Improved Matchmaking reliability and reduced instances of Matchmaking failed
  • Improved Crossplay invite flows
  • Fixed Rich presence update issues, ensuring that our friends are better able to track where we are in Game
  • Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start
  • Fixes to Friend Invitations for players on PC

Progression and Unlocks:

  • Introduction of weekly missions, providing set challenges that reward cosmetic unlocks.
  • Added 1st match bonus of 1000 HZC for HZ
  • Fixed an issue that was not properly awarding XP for Angel resupplies
  • Improved overall XP/Rank tracking and reliability
  • Improved Mastery rank tracking
  • Improved reliability of Player card tracking

Rendering

  • Addressed a variety of visual flickering and stuttering issues
  • Improvements to water rendering when Aiming Down Sight (ADS)
  • Addressed multiple graphical issues affecting water reflections
  • Fixed reflections in Kaleidoscope for late-joining players
  • Addressed issue with character rendering for late joiners
  • Improvements to artifacts affecting DLSS implementation

Maps:

  • Over 150 individual fixes, small changes, and improvements across all of their Maps
  • Improved level geometry issues across all levels addressing issues such players getting snagged or trapped
  • Resolved multiple spawning issues
  • Visual glitches such as lens flare, visible seams in skydome
  • Resolved a large number of collision and placement issues
  • Addressed issues affecting local audio placement in multiple Maps

Battlefield Portal:

  • Builder additions
  • Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal)
  • New official Vehicle Team Deathmatch template
  • New official Team & FFA Gun Master templates
  • New official Infection template
  • Rules Editor – Added the ability to detect what players were killed with in order to apply additional logic
  • UX Improvements
  • Added Server Info for the Pause screen
  • Added support for server admins to write periodic server messages
  • Added support for reporting a server from the pause menu
  • A series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets

Battlefield Hazard Zone

Improvements to visual presentation of Hazard Zone currency system in Front End

  • Added an animation and audio cue when the player’s Remaining Balance changes in the Hazard Zone lobby
  • Modified Squad and Player Screen in Hazard Zone to only show our squad
  • Modified Scoreboard to no longer show players connected in Hazard Zone to elevate tension experienced
  • Improved extraction zone smoke visibility
  • Added additional flares to extraction point offering players better visibility of extraction area, as well as providing additional cover 
  • Added variation in Hazard Zone to preplaced intel locations. Initial Data Capsules now have a chance to contain several data drives
  • Resolved an issue with persistent scoring in Hazard Zone
  • Improvements to the Intel Scanner’s accuracy and enemy identification
  • Resolved an issue where two teams could extract simultaneously in Hazard Zone
  • Resolved inconsistency in warning to alert players that we’re being scanned in Hazard Zone
  • Resolved capacity issues with intel collection in Hazard Zone
  • Made it easier to interact with intel pick-ups
  • Added distance read-out for next extraction point in Hazard Zone
  • Improved Hazard Zone end-of-round camera placement

Conquest

  • Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular the teams reduced messages about flag state changes so that we’re not as distracting

Breakthrough

  • Tuned capture times for Breakthrough
  • Improved out of bounds defender spawning in Breakthrough to ensure that we’re able to more consistently spawn in safety
  • Improvements to Breakthrough’s UI to enable us to better track round progress in the form of a Game Mode Widget. 
  • The Game Mode Widget is also visible inside the Scoreboard (displaying only when playing Breakthrough, and also on Rush) to put emphasis on sectors and attackers reinforcements
  • Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen.
  • Added a pulsating effect on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Rush and Breakthrough

General:

A fix for missing loadouts, sometimes seen when first loading into a server and seeing blank boxes on the deploy screen. Modified Recent Players screen to include everyone from previous match to allow for easier user reporting

  • Improved interaction point system. Switched the default “INTERACT” text on multiple interactions to reflect the action we are about to do, i.e. “OPEN CONTAINER”, “CALL ELEVATOR” etc.
  • Kaleidoscope server room lighting issue resolved
  • Resolved an issue related to the velocity / trajectory while spawning in jets
  • Improved helicopter animation in level fly-bys during insertion
  • Improvements to address an issue where players killed in vehicles would fall beneath level geometry
  • Improvements to streaming assets in deploy screen presentation

Dynamic World Improvements

  • Addressed issues for VFX affecting late-joiners
  • Made improvements to correctly align the bridge behavior on Kaleidoscope for late joiners to the match
  • Made improvements to correctly align the destructive silos state for late joiners in Renewal and Orbital
  • Improved interaction of SG-36 Sentry Gun and elevators
  • Quality of Life fixes and improvements to interact prompts
  • Tornado and smoke visual effect improvements
  • Resolved a large number of collision issues with large scale animation events
  • Improved location-based sandstorm audio experience
  • Improvements to destruction audio
  • Adjusted the timing for automatic doors

Leave a Comment

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.