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Tip of the Spear: Task Force Elite

 
Red Spear Game Studio Update February 2024Feb 3, 2024 - Community AnnouncementsHey to everyone in our Task Force Elite Community, For quite some time now, we've been pouring our efforts into the latest version of Task Force Elite, crafted in Unreal Engine 5.1. It hasn't been an easy journey, though. We've faced our fair share of challenges, especially with not being able to bring more team members on board full-time to speed things up. We have had the opportunity to collaborate with various developers, and while each experience has brought its own insights, we find that we are still searching for the ideal alignment with our project's specific needs. Exception made to Ronzalo, from our TFE community, Stats and other cool stuff. Here at Red Spear, we've grown from the DF & TFE community members into developers driven by passion. Though some of us put in full-time hours, we're primarily hobbyists with day jobs, so our progress, while committed, does take longer. This project has been our labor of love since 2017. Countless hours have been devoted to it, and we've made incredible strides. Now, we're at a pivotal moment where it's crucial to realize our vision before time runs out. I know some of you might feel it's already too late, and I get where you're coming from. However, the easier path would have been to call it quits after the closure of Red Jake. But that's not us. We chose to double down, investing more resources and time to see this through. I can't express how proud I am of our team. Everyone is driven to deliver the best game possible within our means. We've never lost sight of our goal and have tirelessly worked towards it. 2024 is a pivotal year for us. We're all in, making a final push to get the Task Force Elite Beta out to you as soon as we can. Our current focus is wrapping up the core functionality on the UE5.1 version. There still quite a way to go to fully implement the roadmap we want, but we won't wait for that day to come to release TFE Beta as free to play. We're going to release as soon as the core stuff is done & tested. Once that's done, we're counting on your help for one big test – a stress test to see if we've finally overcome the scalability issues that have been a thorn in our side since 4.23.1. To give you more context, we held off on major promotions for TFE because we encountered a serious issue with our net code. This problem caused unresponsive gameplay after a certain amount of players joined and logged into our TFE servers, eventually leading to a crash. Moving to Unreal Engine 5 was a strategic choice. This engine offers better network capabilities and net code solutions, which we hope will resolve our scalability challenges, amongst other things. But we need to test it out to be sure. So, keep your eyes peeled for an announcement in the future about a big testing day. We will be inviting everyone who's willing to join us, fill the servers, and help us determine if we're ready for launch. - We've started refining and polishing the game up. - We're saying goodbye to some maps and polish...Core Gameplay VisionMay 7, 2023 - Community AnnouncementsHi Everyone, This is the final part of my 3-part blog. If you haven’t already seen them, check out my previous two posts about the team and QA testing. Since I specialise in gameplay, for the last part of this development blog I would like to share my personal goals for gameplay changes upcoming this year and what I will be focusing on and pushing for as an individual on the team. I’ll mostly be referring to gameplay changes in the rest of the post as per update 4.4.0 (which was unfortunately part of our larger update that was reverted from the live servers for the time being). The things that I am going to be working on personally are: Weapons and Game Balance Clarity and Visual Improvements Sound/Audio & General Competitive Viability {STEAM_CLAN_IMAGE}/36144418/16a1c086e78c0cbefb2eab2bcbfc671ee9587fde.png Weapons and Game Balance Starting off, I am pleased to say that we’ve received a lot of feedback regarding the new weapon values and weapon feel, though the testing period was very short. We’re currently going over internally how to fix some of the more major problems impacting gameplay right now, bugs and general issues alike. {STEAM_CLAN_IMAGE}/36144418/7e5599005748a5bf2ef6b83092a60f425c2fb233.png I’ve identified a problem with the bullet drop changes which sort of mess up the formulas and calculations I made when implementing them. While it was absolutely the intention to increase the skill ceiling of landing a long-range shot past 200m, it was never the intention for bullet drop channels to affect under 100m combat, or for the drop to feel so immediate. Currently, our bullet physics apply the drop rate immediately. This means that the bullet starts to drop the moment it leaves the barrel. Therefore, if an increased amount of multiplier to base bullet drop value is applied to a weapon, it will drop considerably before it even reaches a distance of 200m in flight. What should happen is that the bullet should only start dropping after a certain distance or amount of time travelled. We don’t plan to simulate real life 1:1 in our game. That’s not the kind of game we want TFE to be. But at the very least we can go for semi-realism for the sake of smoother gunplay. We’ll attempt to fix this or at least compensate for it while it remains an issue. {STEAM_CLAN_IMAGE}/36144418/a689e55493172fcedfcc3ce167336b4495fa20bc.png To fix this issue, it is likely that it will require a chunk of our programmers’ time, which we don’t have spare at this stage. In the meantime, I will take a look at this issue in more depth. In case I don’t find a better solution, we’ll lower the amount of bullet drop to compensate for this in a future update. Our aim is to have more bandwidth for laser-accurate weapons in our game, so that we remove ‘RNG situations’ from close- to mid-quarters combat as much as possible, with the exception of a few weapons. Obviously, greater bullet drop at distance makes longer shots more difficult; we certainly don’t want to make it easy to get...QA Testing Environment ChangesMar 26, 2023 - Community AnnouncementsHi Everyone, This is Part 2 of a 3-part blog. If you haven’t read Part 1 yet, I recommend reading it first! You can find it here. https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36144418/ae5e276f1cceecbae6949655003f6633e41ce873.png I have a vision for Quality Assurance. I want to build a task force for internal gameplay testing before an update reaches the live servers. To this end, I have requested a better Internal Testing Environment. It will also help other team members in creating their own QA teams. Up until now, our outdated QA systems meant that whenever we wanted to test a newer version of the game, the live servers had to go down. This was and is unacceptable and I would like to apologise. I hope it never happens again. Due to that limitation, we had limited opportunities to test the updates before they reached you, the community. Even when we did perform tests, we found only 1/10th of the issues that were reported to us after the released update (TFE 4.4). It’s crucial for us to be able to test with more players first and on a wider range of machines, before releasing it to the public. https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36144418/1c3f4882b084a6394ee3eb5001bb37bb154230f1.png The team goal is to have an entirely separate master server for the testing environment and update that testing environment more often, with an automated process to pull and build from our project source so that any of us on the team and selected individuals can simply jump on in their own time to test changes and provide feedback internally. This will be especially helpful for our team, since members work different hours across multiple time zones from around the world. For me personally, the goal for the Testing Environment is to build a flexible team of community testers that I know will be able to provide very good critical and constructive feedback on the changes being brought forward for discussion. This will be a layer of QA testing before it reaches the public. I already have a list of a dozen or so individuals who would be suitable for such a task, who would potentially help me to reproduce gameplay issues and to provide feedback during the rougher stages, and I’ve already spoken about this with a few of our pre-alpha supporters in the past. I want to make this team a reality; it’s the first major request from the Design Team to the new Programming Team. If you’d like to volunteer your time, you think you’re a suitable candidate to have access to our internal test branches and would like to work with me by providing us with vital feedback in the pre-alpha stage of an update, send me a PM on Discord. I’ll take a look and evaluate your application. Should you ever want to make this your career and enter into the video game industry, do please tell us and we will consider taking your cooperation a step further in the future. Join our official Discord server here! https://cdn.akamai.steamstatic.com/steamco...What has the team been up to?Mar 18, 2023 - Community Announcementshttps://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36144418/2dfe4b70acb676a321277d196677aa6b9335ccd5.png Hi Everyone, My name is Lucas . I’m an ex-competitive FPS player. I was, officially, Lead Level Designer from 2019 to early 2021, though since I've been mostly supporting the project from behind the scenes. I have done a lot for this project over the past 5 years (wow, it’s been this long already?), way before early access was released and before the company was even formed. Basically, though you may not have heard of me, I am one of the core members from the very start of the project, one who had an impact on the decisions and gameplay vision of TFE — pre-alpha, alpha and early access. https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36144418/e6cd0e67f7b9586f4279b9de219c2cee630499c6.png Before RSS and before TFE, my dream has always been to build a spiritual successor to the old titles we know and love. That was my sole original purpose for pursuing a career in the video game development industry. I was going to build a team and build this dream game myself after acquiring the necessary education, knowledge and experience to do it right, to do it properly. If TFE didn’t exist I would have remained dedicated to this vision. The spiritual successor would be made regardless. Life is full of surprises and a start was made when an opportunity to work on a project now known as Task Force Elite (maybe you’ve heard of it?) arrived on my doorstep sometime back in 2018. In terms of my own development, it started as a hobby and a great learning experience. Later, it was a part-time job during my video game development studies. Afterwards, it was a full-time job in 2019, before returning to being a hobby near the end of 2020. https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36144418/84151493da283ad54e19d5c664fccb607c1bb7d1.png Even if the core members from the early days were to step away from working directly on the project, we still feel responsible for leading and for supervising the vision of what the game is supposed to be, what it’s supposed to feel like. So, until we can be fully replaced (can AI be trained to be Demonic?), we will stick around, forever pillars of the project. Profit is not our aim. It never was. Luis has selected me to continue the vision, to supervise and to mentor new members. With support from Luis and others, I will be functioning as Lead Game Designer at RSS, and will continue to supervise the design contributions to the project. That said, I can only do so much for this project in a short amount of time. My contribution will be seen and noticed mostly in the long term, as I too have professional commitments during the weekdays which I love and enjoy, and I simply choose to help out and support TFE during my free time strictly on the weekends. What has the team been up to? With that introduction out of the way, I would like to share what we’re currently...RSS Team AnnouncementFeb 19, 2023 - Community AnnouncementsDear Friends, I would like to be open with you about the future of Task Force Elite as a game and the future of Red Spear Studios as a team. I want to provide clarity on some speculations and false information floating around about what is going on behind the scenes at RSS. As many of you are aware, there have been changes and challenges the past year, within our team and regarding TFE as a project. There has, unfortunately, been a failure to deliver on promises to you, the community, as well as a lack of communication and game service issues. We have a vision and we are moving forwards. We will build on what we have started, we will complete TFE and we will grow together, as a community and as a video game studio. I would like to inform you first and foremost that Luis will be handing organisational and day-to-day operation duties to me as the new Managing Director. Luis will remain our CEO. Luis' vision, passion and expertise remain crucial for us, and he will continue to work on the commercial side of the studio by securing projects, IP licences and funding to grow the business and its products. I, Daniel , have been selected by the team to lead as the new Managing Director, with Seth as second in command, as our CTO. We have the whole team's fullest support. Both Seth and I are now dedicated full-time to lead the project, taking special care to improve communication and ensure steady development. I have started my new assignment by reviewing our existing roadmap. This roadmap was planned with a different approach to roles and tasks for new team members. A lot has changed, so a new perspective is necessary. It is important to make clear that our core team is currently composed of hobbyists dedicating their spare time to a collective vision. During 2022 we hired multiple people on a paid basis, to perform specific scope tasks within the project, as we currently continue to do so. An important takeaway is that both Seth and I have gone into full time leading the studio. The remaining team members work variable hours and contribute to the project through sheer will, determination and passion. Even if one team member can contribute only a little in a given week, progress is progress. However, putting a hard deadline on this kind of working environment has detrimental effects in the long term — for the team, for the project and for the community. Together as a team we have concluded that we cannot provide public release dates for updates moving forwards. Unfortunately, one of the events that had the most impact in our progress was that our Lead C++ Developer, who joined us in May 2022, had to step down for personal reasons last November. Currently, Seth will be overseeing decision-making and C++ development until further notice. We have a budget for additional hires, but we have been unable to find the talent at an affordable cost. We are also looking to add more Unreal Engine C++ developers to our team to share the responsibilities for a healthier...TFE Update 4.4Dec 6, 2022 - Community AnnouncementsHi everyone! We are happy to finally release the Update 4.4. We are sorry for the delay, but we faced some significant technical challenges after submitting the shipping build to Steam. Fortunately that is now resolved, in the most part, and the update is now ready to be tested by all of you. We understand that there will be bugs and other issues that we may have missed during QA testing, and we request all your support by reporting any and all issues you may find as well as feedback about the improvements we've made. We have some known issues that we need to report, the main one being: - Map vote system is unoperational. We request servers hosts to keep map voting option off. We're working on this issue. We are going to release the changelog and patch notes soon. For this update, it represents 6 months of work, and its quite extensive. Also we're almost ready to release the Website & Forum as well as a preview for the maps and map overhauls coming in the next update. Important information for Servers Hosts Server admins have to start the server now not with steam but have to start the C:\Program Files (x86)\Steam\steamapps\common\TaskForceEliteDedicatedServer\CommunityTool\ServerManager.exe If you start it by steam you wont see your server in the game lobbie Thank you for your continuous support. RSS TeamRoadmap AMAJul 31, 2022 - Community AnnouncementsWe would like to invite you to participate today in our AMA, to take place in 30 minutes (July 31 at 4pm Central European Time / 3pm UK / 10am EST) in our official discord channel: https://discord.gg/redspear Our Roadmap to Release: The following are estimated times for release. The features mentioned per version can be changed without prior notice on the course of development, but remains our goals for each version. The planned versions and release dates: Version 4.4 ― October 2022 Version 4.5 ― November 2022 Version 4.6 ― December 2022 Version 5 Beta ― January 2023 Global Improvements ― Version 4.4 ―――――――――――――――――― - Upgraded engine version to 4.25 - Multiple bug fixes as reported by community - Performance Optimizations - Delivering custom maps more efficiently - Reducing custom map sizes greatly by increasing default game installation files - Improved and further developed community platform in web - Improved sound design in stock maps ― Version 4.5 ―――――――――――――――――― - New Unique Experimental Gamemode - We hope to become mainstream on public servers (not competitive) - Directional sound and sound oclusion improvements ― Version 4.6 ―――――――――――――――――― - Steam Workshops integration for Custom Maps - In-game store for cosmetics - Overhauling Team Conquer game mode - Steam Achievements API integration - Trading XP for cosmetics - Additional content for unlock - Improving AI behaviors for bots - Adding new map vote full screen at end of round - Improved scoreboards ― Version 5 Beta ―――――――――――――――――― - New Matchmaking system - Early access rank and stats record on profile and full stats reset on full launch - Improved inventory system - Integration with voice system for in-game voice chat - Ranking system overhaul - New Leaderboard system - Additional API features open to community - Improving game scalability. Goal is to achieve 32-player servers - Profiling and optimizing netcode further - New Tutorial system for new players - Killcam: show killer perspective for 3 seconds (3rd person view) to dead player. Does not repeat the shot (for official servers for new arrived players up to rank 10) - Additional data points for advanced stats - Flagball game mode (post-launch as season special) - Adding best custom maps done during Early Access into game default for best user experience at full launch Game Mechanics & Weapons ― Version 4.4 ―――――――――――――――――― - Improving gun values and handling. Slightly higher time to kill - Total Character redesign - Dynamic PSP timers and penalties - Tweaking scopes FOV - Improving utilities bounce physics - Flash utility improvement - Re-adding red Smoke grenade (keeping white as option) - Character Movement improvement with and without ADS - Multiple polish features on character movement and mechanics - Improving auto-attach to ladder angle - Adding quality of life option to opt for press-key to attach ladder - Removing top of ladder animation - Attaching to ladder wont reset player point of view - Adding new grap...Update 4.2 is out!Aug 15, 2021 - Community AnnouncementsPatch notes: -Night vision (press "N" by default or rebind) -Change Loadout in dead screen-respawn phase/pre-match -New reload mechanism -Several small bugs fixes -New map: Bank crash by Night (most voted by community) available in TKOTH, TDM, DM, CTF and Team Conquer -Server browser server list now presented by desc order of population Have fun!Hot fix for Early Access 4.0May 17, 2021 - Community AnnouncementsHot fix for Early Access 4.0 Full changelog: Fixed stats not showing correctly in profile page Fixed missing default spawn key for Indian outpost/checkpoint Added sounds for checkpoint ignition process Bravo checkpoint fix in Bank Crash Team Conquer Moved checkpoint A on Desert Valley Sunset - Team Conquer Moved spawn of TFE on Desert Valley Sunset - Team Conquer Added cover/buildings for TFE spawn at Desert Valley Sunset - Team Conquer Increased size of zones for all Checkpoints of Airbase Increased size of zones for all Checkpoints of Bank Crash Fixed Bravo checkpoint on Bank Crash Important Note: If you're having problems spawning at Checkpoints, please reset your key bindings in game options.Early Access 4.0 : New Game mode and more!May 15, 2021 - Community AnnouncementsEarly Access 4.0 is now out! As we get closer to the full game release, this new update introduces a new game mode: Team Conquer, as well as several improvements, content, tweaks and fixes to the game. EDDIE, our upcoming custom map maker, based on Unreal Engine 4 platform, which is the most asked feature by the community, is now completed. We're currently working on the documentation, tutorials and file system clean up to reduce the HD Requirements for the tool. We've also completed the integration with our server manager tool, to create a seamless experience for map makers and server hosts. EDDIE will be subject of a separate release, first dropping to the map makers who have signup on our official forums, www.taskforceelite.com, up to March 15, as alpha testers for the tool. We will get in touch with the testers in the coming days, after we address any issues or bugs that may arise of this new update 4.0 We'll continue to polish and debug the game further in coming weeks, before we announce the date for the full game release. Thank you for your support. The full changelog: -New Game Mode: Team Conquer -New map overhaul: Pharaoh (Team Conquer) -Added Team Conquer support to multiple existing maps -Added addition check for storage access to fix the - infinite access to storage -Adjusted outpost spawn armour: reduced by half -Increased time cooldown for spawning on outposts -Updated personal profile stats from official to global -Added delay after applying class change from storage -Fixed E outpost display issue -Game voices overhaul -HUD TKOTH display bug fix (experimental) -Abandoned Airbase zone setup overhaul (to attempt a fix on zone bug displaying wrong number of players inside) -Replaced duplicated rank images for general classes -Update to server tool to fix auto-crash and add Team Conquer Team Conquer. How it works? -There is a new type of objective: Checkpoint. a) Checkpoints work differently than the traditional Outposts. Checkpoints come in two forms: Spawnable and non-Spawnable. The icon for both is slightly different. b) If you attempt to conquer a Checkpoint, you touch the flag pole but you need to make sure that there isn't enemies inside the zone of the checkpoint (yellow area on radar/map). If enemies are inside the zone, the progress bar to conquer the checkpoint is halted, and it resumes once you eliminate all enemies from the zone. c) Some maps are using large zones while other maps are using small zones. This is experimental to better understand the game flow on both styles. d) If your team holds all checkpoints, the timer starts counting, and after a certain period of time, if you continue to hold all checkpoints, you win immediately e) If a team holds all checkpoints, and the timer is counting, but the enemy touches the flag pole of one of the checkpoints, the timer is halted. It only resets if the enemy succesfully conquer the checkpoint. f) Bots will now attempt to conquer checkpoints and play for objectives Have fun!Update 3.8.1 - Small patchMar 28, 2021 - Community AnnouncementsFollowing our 3.8 update roll out, which was our smoothest to date, with the help of the community, we found a few items needing patching , which are now included in this hot patch (3.8.1). The changelog: Removed metal ladder to control tower top on Airbase Additional colisions to avoid players to jump to viper's nest roofs Fixed ladders on Raid (Thanks @Deus) Inactivity timer auto-kick from lobby changed to 2 min (Thanks @Nazgul) Removed armory from Outpost Bravo on Raid Moved position of Outpost Bravo on Raid Added crates to allow Red Spear access to first floor balcony on Outpost Alpha side on Raid Zone tweak on Under Siege. It now covers the entire ground floor area of both buildings. Before it was up to 1 meter from the door Fixed gap in walls in Under Siege Increased area of zone on Bank Crash to cover the 3rd Floor entire volume and rooftop (Thanks @Lost) Fixed bodies of injured players blocking the way Massive 3.8 updateMar 26, 2021 - Community AnnouncementsThe update 3.8 (which also includes 3.7), is a massive update to Task Force Elite, with more than one hundred bug and issues fixes and map tweaks. The 3.8 update is the most stable, most tested and debugged build of the game to date. It brings a more smoother experience and it lays down the ground work for the Early Access 4.0, which will also be known as the beta 1.0, which is also only days away. Follows the changelog for this update: Fixed crosshair issue when toggling menu while ADS Fixed pistol ADS persistent when climbing ladder (Thanks @Flypaper) Updated default crosshair for M203-standalone Player will not be disconnected if not in lobby (to avoid ghosting and imbalance issue) Added more keys bindings including hard-coded commands like the F6 force respawn or the spectator commands (Thanks @Aeon) Fixed keyboard input locked when clicked on tactical map Reverted BadBeat zone height (now covering all floor except rooftop) Fixed M confliction with chat Fixed camera position incorrect when getting back up after being revived with the crouch state before getting killed Fixed M203 muzzle splash issue Fixed rare case when after throwing grenade, primary weapon is unable to fire Updated all gun fire attenuation settings to make them sound more similar, including reduction of m60 firing sound Fixed character's head hitbox being 25% larger than it should. Now it is more pixel perfect to character's head size including helmet when it exists. Fixed name stretching in profile (menu). Thanks @Duz Fixed server crash on TDM when shooting at bots Fixed instances where it showed 2 Alpha Outposts on Blizzard TDM Polished m4/203, when using m203, the sights of 203 on the weapon model will now animate Fixed situations where the TKOTH HUD header indicators not showing correct numbers Fixed F90/SL40 showing m203 standalone as option in the armory Added force map rotation vars to 4netplayers servers Fixed bullet hitting the wrong position of the F90 ADS reticle Increased ADS speed of the F90 to the same value as the m4/203 Fixed situation when ADS and then opening the game menu and resuming shows crosshair (Thanks @Flypaper) Fixed situation where bug happens when changing weapons during emote (Thanks @PANiC) Polished smoke grenade: Changed from red smoke to white/gray smoke. Change to the smoke grenade model (white pin, removed mention of red smoke from texture). Fixed situation where MK18 ADS can see through smoke Tweaked damage model to humvees. Increase damage of explosives (RPG and M203). It now takes 1 single RPG shot or two m203 direct hits to kill all occupants of an humvee Fixed situation where windows of Casino building could be seen through smoke Fixed situation where feet would go through walls in Ruins of Viper's Nest zone Fixed collision on Bad Beat Alpha Outpost power station fence Fixed location where player would get stuck on Desert Valley CQB Added new props and decorations to Desert Valley CQB Fixed invisible ladders on Desert Valley CQB Fixed ...Update 3.6 rolling out!Feb 25, 2021 - Community AnnouncementsWe're currently deploying a massive update: Early access 3.6. This update is the groundwork for major features like Vehicles, Map maker, competitive clan wars ,new game modes, spectactor mode to name a few. We expect some instability to happen within the next 48 hours, while we roll out hot fixes to address the bugs and issues being reported by the community. Some basic features like not being able to respawn at outposts, as well as seeing enemy tags are happening, which we are addressing as fast as possible. Bug hunting season is now open! Please help us by reporting any bugs or issues you may encounter while playing the game within the next 48 hours, so we can address each and every report as soon as possible. To report these bugs you can join our discord server at https://discord.com/invite/d6HhVwq , our forums at www.taskforceelite.com, of if you prefer, leave us a topic on our steam official game forums. Please find below the provisional changelog (being updated) for 3.6: Please be aware the update is still being rolled out and some of the items of the list are not yet deployed. Fixed crashed/freeze when scrolling mouse during death phase Fixed map vote repetitiveness issue (Thanks@ ICIshoot & Kawasaki.WAW) Changed HUD toggle from H->F5 Increased m4 bullet drop (slightly noticeable above 600mt distance) Added spectator mode Added new vehicle system. You can now command vehicles to drive you to multiple waypoints and objectives defined by the map creator. RPG direct hits to humvee cause 75DMG to occupants and m203 direct hits cause 20 DMG out of player's 100 HP. Optimized widget and object ticking time Added kill hit SFX Muzzleflash persistency bug fix Auto-m203 from ladder bug fix TKOTH Reset timer now a configurable value on server tool Increased third-person sound for m4 shooting Added Insurgency Takedown map with a new player visibility tweak Overhaul to Under Siege map including bigger zone area. Improvements to Shipyard map Improvements to Killing Fields map Claymore kill angle reduced from 90º to 65º Stationary helicopter sound reduced Clan war system on server tool (BETA) Live Results API (BETA) Moved Outpost on BadBeat Red spear side to outside ruins Fixed several collision issues Crouch clipping through walls fix Bad beat zone downsize Auto-kick from server after being inactive back to main menu Improved helicopter physics on takeover, maneuver and hover Thanks everyone who reported bugs. Thank you @DUZ for the large number of contributions. Hot patch changelog 3.6b: Fixed Tactical map displays wrong place of death Fixed Outpost E bug Fixed seeing enemy name tags bug (Thanks @pure#7728) Fixed m203 bugs (thanks @DUZ#8703) Fixed map rotation broken (Thanks @Bulldog1#2271) Fixed smoke m203 breaks helicopter Updated the names of waypoint destinations of vehicles Fixed desynced reset timer in HUD first time (thanks @Kawa) Fixed zone issue in Killing Fields and UnderSiege Fixed missing death cam for Insurgency Takedown Fixed RPG Damage to...Map release: Blizzard and hotfixesJan 17, 2021 - Community AnnouncementsWe released a small update (version 3.5c) a few days ago that included: - New map: Blizzard (snow map) - Map vote fix - New folder structure (in preparation for map maker) - Killing fields map overhaul We're currently working on the community map maker, which is a custom version of the Unreal engine 4 editor that will work seamlessly with the custom server tool to host your own games, your own maps, community shared maps or run clan matches. The server tool, which is a work in progress, is available at Steam tools > Task Force Elite dedicated server tool For documentation and support please check: Linux: https://www.taskforceelite.com/topic/50-linux-server-tool-hosting-guide/ Windows: https://www.taskforceelite.com/topic/424-windows-server-tool-hosting-guide-for-single-machine-server-type/ Or reach out via our discord server: https://discord.com/invite/d6HhVwq Update 3.5Jan 5, 2021 - Community AnnouncementsChangelog Update 3.5 Improved scoreboard (thanks @Duz for designing) Fixed invisible walls in Narcos's Den Fixed invisible building in Killingfield Fixed issues with new ladder mechanic Removed black bushes from distance in Bank Crash map Added randomization if map vote is a tie Fixed gap in blocking volume in CQB Underground Added condition check when crouching in tight spaces to prevent clipping through floor Added community stats on servers hosted via community server tool Fixed decal see that allowed to see through and hide players Forced walking when looking down scope in sniper's weapons Added ability to add custom clan avatar using URL on player profile Community managers can now issue global mute to players (text and voice) to players who violate code of conduct, present toxic behaviour using in-game chat. A few items are pending that will be introduced in another update very soon including a new map named: Blizzard featuring the snow biome. Winter sale Special!Dec 22, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/36144418/243f57e2c922637ae86a5906b8236c079cf4060a.png Come and play the new snow map and Sky Garden included in the 3.4 version that dropped this week. Hot patch being worked on right now (coming this week) includes: (New Feature) Added bot difficulty cvar and practice slider Fixed map vote issue Fixed wooden boxes in RTE_Raid don't have physical material Fixed match not starting with Deathmatch gamemode in practice Fixed camera underground upon spawn Fixed death camera collision trace Fixed server name issue (name has an addition 8 in the end if name ends with s, thanks to @Kattoor) 3.4 Update includes: Features - New main menu Christmas design - Improved ladder mechanic with new animations for climb up and at top of ladder - New Kill rewards and medals system - Added animals and animal movement system - New server and stats API - Adding snow footstep sounds, snow footsteps particle effects and snow bullet hit effects - Improved spawn armour mechanic and medic chain mechanic (Players will lose their revive armor if they stand up and move while holding a weapon or utility, if they shoot back, or if they don't either move or shoot back the armor only expires at the end of the armor countdown timer, with the exception of medics in a specific cirscunstance. Medics retain their revive armor if they standup and move while holding the syringe, ensuring that medic chains, an important part of the gameplay, remains, while nulling any possibility to abuse the medic revive armor to be agressive/kill opponent while invincible). Tweaks - Increase ladder climb speed from 200 to 230 - Increased bullet drop of m4 to 200% (two hundred percent) - Increased bullet drop of MK18 by 20% (twenty percent) - Increased bullet drop of F90 by 5% (five percent) - Quicker to switch from primary to secondary - Small nerf to bots (reduced reaction time and accuracy) Polish - Overhauled design of scoreboard and ribbon end-round screens (Thanks @Duz for the help with the design) - Refreshed ribbon design (Thanks @llama) - New medals (Thanks @llama) - Team specific minimap icons - Adding outpost variable , , to dead screen - Reduced ADS shake when affected by explosions - Changing the text on " Blue team conquered Outpost A" to " conquered Outpost A " Bug Fixes - Fixed auto fire when getting out of ladder - Fixed binocular issue - Fixed map vote not counting - Fixed ladders in all maps - Fixed knife not dealing damage to bots in practice - Fixed firing not removing spawn armour - Fixed Wrong icons orientation - Name change updates name only after restarting game - No blood splatter when hit by sniper fix - Killing fields floating objects fixed - Fixed ladder collision in SkyGarden - Fixed Medics can't revive when too close - Fixing font size auto-reduction when too many members on clan - Medic icon transparency doesn't match name tag opacity - Dead teammates map icon moving - Fixed end screen score MVP calculation (was showing a wrong MVP) - Fixed clan missing ...New update 3.4 - Christmas specialDec 19, 2020 - Community AnnouncementsTry the new content now available with update 3.4. Many bug fixes and polish were added along with new content (2 new maps featuring new biome) The full changelog available below: Features - New main menu Christmas design - Improved ladder mechanic with new animations for climb up and at top of ladder - New Kill rewards and medals system - Added animals and animal movement system - New server and stats API - Adding snow footstep sounds, snow footsteps particle effects and snow bullet hit effects - Improved spawn armour mechanic and medic chain mechanic (Players will lose their revive armor if they stand up and move while holding a weapon or utility, if they shoot back, or if they don't either move or shoot back the armor only expires at the end of the armor countdown timer, with the exception of medics in a specific cirscunstance. Medics retain their revive armor if they standup and move while holding the syringe, ensuring that medic chains, an important part of the gameplay, remains, while nulling any possibility to abuse the medic revive armor to be agressive/kill opponent while invincible). Tweaks - Increase ladder climb speed from 200 to 230 - Increased bullet drop of m4 to 200% (two hundred percent) - Increased bullet drop of MK18 by 20% (twenty percent) - Increased bullet drop of F90 by 5% (five percent) - Quicker to switch from primary to secondary - Small nerf to bots (reduced reaction time and accuracy) Polish - Overhauled design of scoreboard and ribbon end-round screens (Thanks @Duz for the help with the design) - Refreshed ribbon design (Thanks @llama) - New medals (Thanks @llama) - Team specific minimap icons - Adding outpost variable , , to dead screen - Reduced ADS shake when affected by explosions - Changing the text on " Blue team conquered Outpost A" to " conquered Outpost A " Bug Fixes - Fixed auto fire when getting out of ladder - Fixed binocular issue - Fixed map vote not counting - Fixed ladders in all maps - Fixed knife not dealing damage to bots in practice - Fixed firing not removing spawn armour - Fixed Wrong icons orientation - Name change updates name only after restarting game - No blood splatter when hit by sniper fix - Killing fields floating objects fixed - Fixed ladder collision in SkyGarden - Fixed Medics can't revive when too close - Fixing font size auto-reduction when too many members on clan - Medic icon transparency doesn't match name tag opacity - Dead teammates map icon moving - Fixed end screen score MVP calculation (was showing a wrong MVP) - Fixed clan missing info in-game - Fixed cannot use armory while flashed - Fixed bug related to sniper elevation distance compensation calculations - Fixed knife randomly not working - Fixed sniper soom issues (When making very small movements with the scope up, the zoom will go back to minimum) - Fixed Explosions destroying claymores through big assets - like walls - Fixed RPG and M203 passing through some buildings - Fixed being healed/revived closes chat window Co...Stability Update - Early Access 3.3Nov 26, 2020 - Community AnnouncementsHere is the full changelog for v3.3 Features: Added EQU-8 anti-cheat system Gamemodes: Added beep sound for zone restart events TKOTH Maps: Fixed guard tower stairs in Desert Pharaoh Fixed floating objects in Killing Fields Fixed Raid walls and added shacks Bug fixes: Fixed claymores can be destroyed through walls Fixed getting revived/healed loses chat focus Fixed sniper bullet elevation not working consistently Fixed knives right stab not working sometimes Fixed wrong MVP names and scores end of match Fixed non-existent skins Fixed broken distance calculation from binocular in some maps Fixed dead player moving POI Gameplay mechanic: Updated new classes and weapons speed (medic now runs fastest with utilities/knives/syringe only) Improved character animations Removed first bullet 100% accuracy when moving Increased M4-M203 and F90-M203 40mm bullet by 1 Added the ability to scope and move Misc: Added new bindings Added ESC to close chat Reduced scope shake effect from explosion Changed menu loadout screen theme Community created tools: New website with server browser and player stats & leaderboards: www.tfe.tools (created by community member Kattoor) Happy Thanksgiving holiday to everyone!Small update - Balance & TweaksNov 6, 2020 - Community AnnouncementsAfter the release of Early Access 3.0, as we now move into tweaking the competitive side of the game, such as the gun handling and balance between classes, we released a new small update with the following changelog: Movement tweaks - Values updated for movement (not velocity), its now butter smooth! (special thanks to some of our competitive community members who helped us achieve these values) Medic M4's nerf. - Red dot minimum size increased to 0.35 (this also affects m4/203) - Bigger bullet spread on hipfire and also on ADS Claymores nerf. - Max cap of claymores reduced from 3 to 2 m203 nerf. - Grenadiers now carry only 4 units of 40mm m203 ammunition Utilities adjustments - Grenadiers now carry 4 frag grenades instead of 5. - Grenadiers now carry 4 smokes instead of 5 - Grenadiers now carry 3 flash grenades - Gunners now can select to carry claymore RPD nerf - Hipfire accuracy for RPD reduced slightly F90 buff - Faster reload speed - Faster ADS toggling speed Classic .45 pistol buff - Magazine size increased to 9 bullets Medic revived armor time - Medic armor time is now a variable attached to server settings (universal spawn armor).Halloween Map Update + Patch Notes for 3.1Oct 31, 2020 - Community AnnouncementsHappy Halloween, TS:TFErs! We have a special surprise for you: a Halloween edition of Base Camp! {STEAM_CLAN_IMAGE}/36144418/21c2bbf3ddd3e514dded5f71cf9d845ce004f1e9.jpg {STEAM_CLAN_IMAGE}/36144418/704c3d284ddfd9c3a579383c8fbcce5b8b6b9ce8.jpg We've also released a small update, 3.1. =============== 3.1 CHANGE LOG =============== UI improvement (fix buttons, modals in menu, logo) Fixed clan features (still some more to deal with), but fixed a lot of them HUD improvement (Elevation->Range Adjustment, DM scoreboard not showing) XP not storing properly issue fixed (hopefully) End of round events fixed (ribbon screen, mvp screen, scoreboard) Make sure to check the Trello backlog for the roadmap of new updates and bugs we're working to squash.