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As I'm sure almost everyone is aware by now, the weapon update is now live. Yes, there were some bugs and stuff, but for how massive this update was and all the things that could go wrong, I would personally say it went actually very well. Some things reported to me are a bit mysterious still, but I'm sure in due time they will make sense. Anyways I'm not going to try to list everything that was fixed, changed, added, etc with this, but here's a partial rundown.
New guns/weapons! Lots redone regarding weapons to help make them feel smoother and act more like how they should so it doesn't feel so laggish and awful.
- AK-74U
- AK-101
- AS50
- AUG A3
- Double Barrel Shotgun
- (craftable) G36C
- Glock 17
- Glock 18C
- L85A2
- L115A3
- Mk 2 grenade
- P99
- P226
- PM
- PPK
- SCAR-L
- UMP45
- USP40
- Mini-Uzi
- Aimpoint
- EOTech
- Compact EOTech
- Microdot
- Reflex sights for pistol and rifle
- Red dot
- ACOG
- 4 different magnfication scopes
- Suppressors for all calibers but a couple
- Optional stocks for better recoil management
- All police vehicles have new skins
- Police SUV for sergeants+
- Police uniform changed to have badges according to their rank (still some bugs to work out)
New police jail dialog that allows you to enter a reason
Enhanced dispatcher map
We included a number of other fixes and requested suggestions, to be honest I can't remember them all but they're there. As noticed there are several levels of purity for refined metal now, this was done in part to create a way for people to decide between having quick access to a material for a high price or save some money and refine it themselves. This also allows gun stores to be a bit more competitive with each other and can price the same item differently by a fair margin.
Firearms levels used to be gained by crafting the item that was the highest level that you unlocked, however we have changed that to help save us a headache of keeping track of every item and what it should give in a balanced way because it definitely wasn't perfect before. Now firearms experience is given based on the price of the component made, so the more expensive ones (e.g. receivers) give more experience than a simple foregrip.
To anyone that had their thin concrete barricades replaced with Colt M1911 slides, they're not awfully different in price so hopefully you can make good use of them (sorry). There are a number of features and stuff we know that are not 100% done at this time, but we do intend to update and fix these issues. We will also rework some things as in what weapons SWAT / police have access to, but with the time constraints we had we could not do that too until after. So regarding weapons, please do not make suggestions until after the next major update, if there is a bug please report on the issue list though.
There are a few more things that may work their way into the next update as well. We will continue to do bug fixes quickly as more are discovered. Thank you to everyone reporting them although some things put onto the bug list really weren't bugs. Anyways I hope you all can enjoy this and make some new amazing weapons to your liking.
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