Winter Update Feb 14th

by EA_David
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Original Post

Update notes – Lupkow Pass

[ Edited ]
Community Manager

Welcome to the Lupkow Pass Update – our fourth monthly update and the first map release for Battlefield 1 In the Name of the Tsar expansion. With this update, we’re heading to the eastern Austro-Hungarian border and the Carpathian Mountains to the wintery and treacherous Lupkow Pass. In addition to the new map, we’ve continued tweaking and fixing maps & modes, Spectator mode, weapons & vehicles, and more. Grab your jacket – you’re in for a cold winter.

 

Jojje “Indigowd” Dalunde

 

Lupkow Pass

This update brings Battlefield to the snowy ravines of Lupkow Pass. The wintery mountain landscape offers stunning visuals and plenty of opportunities for exciting vertical gameplay. Narrow passages can quickly become corridors of death as the deadly Hussar cavalry of the Russian forces impales enemies on his lance.*

 

lupkow-update-horse-1366x768.jpg.adapt.crop16x9.1455w.jpg

 

 

*Lance can be equipped by any faction’s cavalry.

 

 

Maps & Modes

 

  • Fixed issue where tank spawns would get blocked by soldiers on Amiens.
  • Fixed issue where released pigeon prompt would not go away. Pesky pigeons!
  • Fixed issue where a vehicle could not spawn in Operations for attackers on Mountain Fort.
  • Added Frontlines to Monte Grappa and Ballroom Blitz.

 

Spectator

 

  • Fixed issue where some VFX for the trench periscope would show in 3p mode for spectators.
  • Fixed issue where the ammo count for the current weapon and grenades was incorrect when spectating someone on a horse.
  • Fixed issue where spectators would see all scores as 0 in End of Round screen.
  • Fixed a bug where certain 2d overlays from vehicles would show in tabletop or free cam.
  • Reduced area where spectator camera could fly on Verdun.

 

Weapons

 

  • Stationary MGs will no longer deal damage to nearby players when destroyed.
  • Fixed issue where the receiver of a bayonet charge would not get an audio cue before being hit.
  • Fixed issue where a 3p soldier would continue to yell (as if they were charging) after the charge was cancelled.
  • Fixed issue where single-fire or semi-auto weapons could have part of their firing sound cut off if the player switched weapons immediately after firing.
  • Synchronized weapon firing/muzzle flash correctly to bullet firing and damage screen to improve correctness of replicated bullet logic.
  • Fixed issue that could cause weapon loadout UI to disappear under certain conditions.

 

Vehicles

 

  • Airplane rocket crosshair should no longer be faded.
  • Increased the turn speed of the horse by 25% while standing still.
  • Triggering a reload while galloping on the horse will no longer cause the horse to stop sprinting.
  • Horses automatically jumping over obstacles should now be much more reliable.
  • Fixed an animation bug where the reload animation would play when it shouldn't have after getting on a horse.

 

RSP & Server

 

  • Fixed the issue that updating the VIP or Moderator list causes map rotation to discard map vote result and return to the first map.
  • Fixed an issue where pre-round countdown would not start when players switch team.

 

Spawning experience

 

  • Squad spawning improvements to reduce spawning into enemies.
  • Minor tweaks to minimize the “Spawn Train” effect.
  • This is a first part of a bigger initiative to solve squad spawning issues.

 

UI

 

  • Fixed issue with End of Round scoreboard reordering Premium Trials/Premium Friends players.
  • Fixed navigation issue on Codex screen
  • Mouse scrolling now works amongst awarded ribbons on the end of round screen
  • Platoon tags are now correctly displayed for players already on the game server when searching for platoons
  • Player’s K/D ratio is no longer shown as the squad’s KD ratio on the End of Round screen
  • Service stars for stationary weapons are now correctly shown as awarded in End of Round screen
  • An error is no longer shown after joining a newly added friend from the Com Center
  • Performance improvements to the whole UI and in particular to the Codex and Weapons & Gadgets screens.

 

Options

 

  • Add Network Smoothing Option inside Advanced Gameplay Options for low ping players.
  • Added gameplay profile option to select whether on spawn the minimap should be reset to the default zoom or the last zoom state.
  • Implemented optional combined map zoom (on press) / big map (hold) functionality in a single button mapping.
  • Added a new option under Controls->Basic to switch between a toggle or hold for sprinting with the horse.
  • PC - In the keybindings screen mouse mappings are now shown as icons.

Network

 

  • Added fix to prevent late damage effects from lossy high ping connections.
  • Fixed Vegetation destruction delays.
  • Fixed vehicle destruction so that transition to destroyed state happens flawlessly, this was particularly bad for airplanes when getting destroyed mid-air.
  • Prevent stacking damage and suppression from high ping players.

 

Other

 

  • Fixed an issue where picking up an enemy soldier's kit would cause the player to start speaking the enemy team's language.
  • Added DX12 MGPU support.
  • Spectating players are no longer prompted with a kicked message when leaving the game server
  • Fixed issue with party member receiving in invite to play on the current game server

*The Battlefield 1 Lupkow Pass Update is a required update for all Battlefield 1 players.

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Battlefield 1 Update Notes 11/15/16

[ Edited ]
Community Manager

Here are the older patch notes, from the November release.

 

We’re excited to share with you the Battlefield 1 Fall Update. The below changes are for all platforms unless specifically noted.
You can view the notes below, or review them via PDF here.


General:


OPERATIONS CHANGES:

Going forward we are addressing the balance issues with the Operations game mode. It’s clear that attackers need a boost. To increase the effectiveness of the attacking team, we are increasing the overall tickets for both Operations & Grand Operations. In addition, we are also making it somewhat easier to capture sectors as an attacker by reducing the amount of time it takes to capture a flags in Operations & Grand Operations. We’ve also increased the minimum tickets regained in grand operations to from 30 to 50, as well as increased the amount of tickets regained from killing retreating defenders. This will give more of a fighting chance to capture the next sector after previously capturing a sector while having very few tickets left.

 

64 player
  • Increase attacker maximum tickets from 150 to 250
  • Increased the amount of tickets regained from killing retreating defenders after capturing a sector from 2 to 3.
  • Increased the amount of minimum ticket regained when capturing a sector in 64p Operations from 30 to 50.
  • Slightly reduced the time it takes to capture flags.

40 player
  • Increase attacker maximum tickets to 200 from 150
  • Increased the amount of tickets regained from killing retreating defenders after capturing a sector from 2 to 3.
  • Slightly reduced the time it takes to capture flags.

CONQUEST CHANGES:

We’ve listened to your feedback in regards to the Suez Conquest layout in regards to balance. We will be adding two more flags to the layout, this should result in one team not being able to capture and lock down all flags as easy as before. In addition, we also noticed that it was very difficult to re-capture flags within the capture areas located in the village areas. To solve this we’ve reduced the capture size of these areas to include less buildings. The result of this should make the flags somewhat easier to capture and make sure that a team that has lost and been pushed out of the villages can easier re-capture them and get back into the fight. In addition, to help a team that has been pushed back all the way to their HQ, we’ve added an armored car that players can use to break out of the HQ and flank the opposing team.
  • Added two additional flags on the Suez map, giving it a total of 5 flags.
  • Added 1 armored car for either team to spawn in their HQ.
  • Reduced the size of the capture volumes on the flags located in the villages, old A & B flag. This is to reduce the amount of building interiors located within the capture area. The change should result in the flags being easier to capture.

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  • You can customize your soldier from within the UI by selecting either the icon on Home or on Soldier
  • If the squad leader ignores requests for orders the leadership is transferred to another member of the squad.
     
  • When a squad member requests an order (and there is no active squad order), the requesting player is added to the want-to-be-leader queue for that squad and a 60 seconds timer starts (the timer is not reset if there are other squad members waiting in the queue already).
  • When the 60 seconds pass, the first member in the squad queue (the one who requested order earliest) is promoted as a squad leader. If there are other members in the queue after him, the timer is automatically reset to 60 seconds and if the new leader doesn't give orders over that period either, then the next waiting in line is promoted and so on.
  • If the current squad leader issues an order, then the queue for the squad is cleared.
  • Equal weather in Rush. Now uses same weather sequence and trigger conditions for both rounds in a match
  • Changed default player count of operations to 64 from 40
  • Made the pigeon visible from a longer distance in the War Pigeon game mode
  • You can purchase Battlepacks in the Get Battlepacks menu
  • Two new tabs have been added to the store: RSP and Battlepacks
  • You can rent a server via the RSP tab
  • You can buy Battlepacks in the Store - COMING SOON!
  • You can join Custom Games from Multiplayer
  • The Quit button is now available at any given time when in the End of Round
  • Added tutorial videos describing each gamemode that can be rewatched in Quickmatch
  • Squad XP boost has been added, you may receive this item when opening a Battlepack
  • Prone soldiers can no longer be pushed by other friendly soldiers
  • Fix so both teams have the correct motorcycles in Conquest on Sinai Desert
  • Added minimum resolution scale when dynamically scaling
  • Fix for some environments causing unsmooth killcam experience
  • Fix for elite class dog tag not being unlocked correctly
  • Fix for graphical issue while ADS with various weapons on multi monitor setup
  • Fixed respawning issues on auto-spawning vehicles in Operations. E.g. missing defender torpedo boat on Empire's Edge
  • Fixed any issue with the cloth popping when ragdoll settles
  • Repair tools can now damage the Fortress Gun
  • No longer playing foot plant VFX when prone
  • Fixed an issue on Amiens where a player could fall through the level if exiting a light tank next to the Mark 5 wreck.
  • Scout spotting flares did not work if the player died and airplane spotting flares did not work if the player exited the vehicle, this has now been fixed.
  • Added ground collision on capture flags
  • Fixed so soldier collision does not block pigeon release
  • Improved TAA on PS4 and Xbox One
  • Fix for soldiers running on terrain with the wrong angle.
  • Fix for an issue where a player could be catapulted if moving while proning between two structures
  • You will no longer get points for destroying your team's Behemoth
  • Fix for battle summary logic being broken if the player died right before the operation ends.
  • Fixed an issue where a horse could die in mid sector transition if it didn't have a rider and was out of bounds
  • Fix for an issue that could cause incorrect aiming while on the horse
  • Fixed so writing message sound is not started when picking up a pigeon with fully written message
  • Fix for black bar on the side of the screen when equipping gas mask
  • Fixed capture point flags not matching the actual state of the capture point for late joiner
  • Fix for extreme weather desync between players after rejoining server
  • Fix for missing score when attacking a Behemoth
  • Fix for fire damage being canceled if the player got damaged by barbed-wire fence
  • Fix for incorrect number of vehicles for each team at the start of a Conquest round
  • Several localization fixes
  • Removed invisible collision behind the horse
  • The syringe's damage now scales with how long the player has held down the button
  • Players can no longer switch teams near end of round
  • Several CPU optimizations
  • Several DX12 optimizations
  • Weapon reloading is now aborted when climbing ladders
  • Fixed 3p animations for the horse
  • Fixed an issue where a player could be thrown up in the air when approaching the top of a ladder
  • Fixed so soldiers in stationary weapons can be road killed
  • Fixes for several DX12 crashes
  • Fixes for several client crashes
  • Fixed flame thrower visual artifacts when using flame thrower in tunnels and under terrain
  • Critical gameplay hints will now show 3 times in Multiplayer and then never again
  • Fix for several video crashes related to window size, hardware detection, and multiple monitors.
  • Fix for squad orders not being reset between rounds in Operations
  • Fixed issue with toggle ADS setting in combination with toggle sprint setting. If a sprinting soldier triggered ADS it would immediately exit both sprint and ADS after starting the ADS animation
  • Fixed an issue where the scroll wheel would rotate the view after disabling raw mouse input
  • Fixed an issue where the horse would not take damage from gas grenades, incendiary grenades and debris.
  • Fix for end of round transition not always triggering correctly when dead
  • Artillery shell stacks now deal damage corresponding to their FX radius
  • Slightly lowered the loading times between maps
  • Fix for an issue where the player could spawn in with the wrong kit. E.g. tanker kit when spawning in an airplane
  • Fixed an issue in Operations where a player joining their party leader to a different map would end up with a black screen after opening the in-game menu
  • General performance improvements related to edge models
  • Fix for players sometimes skipping levels in class rank progression
  • Fixed so all vehicles are available during pre-round ready phase
  • Fixed an issue where destroyed buildings would severely affect CPU performance resulting in low frame rates
  • Fixed a faulty 3p soldier animation related to entering and exiting a vehicle
  • Fixed and issue where the end of operation screens could be displayed over the deploy screen if the player died right before the operation ended.
  • Fixed an issue where the player could lose control over vehicles after opening Origin overlay two times
  • Fix issue with emblems being able to color the entire character
  • Fix for players not being able to switch team in TDM
  • Fixed a problem where a player on a horse could get stuck in the debris after the mountain bridge on Sinai Desert collapses
  • Fixed an issue where underwater VFX would trigger when taking damage above water
  • Squads are no longer auto locked if less than three players join a server as a party.
  • Fix for an issue where if a player accepted a friend’s invitation to a full server the player would be stuck in the lobby with "reserving slot" message
  • Fixed an issue where the game would freeze when entering certain parts of the UI
  • Fixed an issue where your in-game rank and the one in the UI were not the same
  • Fixed a couple of issues related to the wrong items being highlighted in the UI
  • Fixed an issue where you could not scrap puzzle pieces
  • Fixed an issue where the vehicle stats would not update
  • Fixed an issue when trying to "Quickmatch" for the second time
  • Fixed an issue where you could not open the pause menu after joining another round
  • PC: Fixed an issue where you could not see all the party members
  • PC: Fixed an issue where you would get multiple dialogs when deleting a filter
  • PC: Players can now disable aim assist for controllers
  • PS4: Fixed an issue where joining on a friend that is already in the same party and on the same server would result in the player being stuck in a hang state
  • PS4: Fix for "Decorated" trophy not being awarded correctly
  • Xbox One: Fixed an issue where a bad rep player is not taken into party and the gamercard disappears form Com Center after accepting a party invite
  • Xbox One: Fix for bad reputation users being able to communicate with non-friend users when in the same squad in online modes
  • Xbox One: Fix for a crash to the Xbox Home screen after attempting to join a game session via the Xbox One Guide whilst the title is suspended on the main menu
  • Xbox One: Fixed an issue where users could get stuck in an endless loading loop when attempting to return to the main menu from the Campaign screen following an Xbox profile sign-in change during suspended state.

Maps:

  • Fixed terrain destruction depth issues on Monte Grappa and Empire's Edge.
  • Several fixes for floating props on all maps.
  • Tweaked combat areas on Empire's Edge and Monte Grappa, players can no longer access backdrop assets.
  • Fixed several spawn point issues for War Pigeon.
  • Tweaked the spawn points for planes on Empire's Edge, Operations to be less vulnerable to the Behemoth.
  • Fixes for artefacts in the water material on Suez.
  • Adjusted the terrain on several maps to avoid terrain gaps.
  • Fixed several erroneous collision volumes on all maps (“invisible walls”).
  • Fixed graphical artefacts on Ballroom Blitz pond water.
  • Reduced sun flare intensity on Suez and Ballroom Blitz.
  • Removed seam in sky texture on Ballroom Blitz.
  • Fixed several objects causing vaulting problems.
  • Fires on the ground on Amiens now deals damage to players.
  • Removed Heavy Machine Gun near flag G (conquest) on Empire's Edge.
  • Fix for client/server desync problem allowing players to be shot through the bunker double doors on Monte Grappa.
  • Several minor graphical fixes.


UI:

  • No longer drawing vehicles or horses with 0 health on the minimap.
  • Minimap size option now resets correctly when selecting Reset.
  • Changed title in minimap options from HUD to minimap.
  • Fixed interaction prompt buttons not showing correctly for all vehicle kits.
  • Nametag of local player in squad selection screen is now correctly orange.
  • Fixed several spelling errors.
  • Fixed several overlapping texts.
  • Fix for poor performance in the calibration screen.
  • Train Behemoth icon now have the correct red color for the enemy team.
  • Updated weapon images shown in Battlepacks.
  • Updated the join/leave in squad screen.
  • Fixed an issue where the wrong weapon and skin could be displayed in the squad screen.
  • Fixed pre-round timer sometimes showing two timers above each other.
  • Fixed a bug where "Under fire" would show up in the deploy screen for non-highlighted squad members.
  • Fix for score log showing incorrect icons.
  • Fixed tooltips for vehicle functions not showing for some vehicles.
  • Fix for flag capture visual element not showing properly in all cases.
  • Fixed erroneous kill bonus score for incendiary grenade.
  • Fix for showing the wrong amount of collected awards at the end of an Operation.
  • Added hints for both teams in Operations on what to do when a sector falls.
  • Fix for an issue where the HUD could be visible on screen while transitioning to globe.
  • Removed order UI in deploy screen and replaced it with an order marker on the objective.
  • Fix for squad and team revive colors being switched.
  • Fixed death icon jitters on the deploy screen and minimap.
  • No longer shows the soldier crouch/prone icon when in vehicle.
  • Fix for incorrect ammunition amount displayed in weapon customization for the Lawrence of Arabia SMLE.
  • Fixed so weapon skin option is visible in weapon customization screen even if the player hasn’t unlocked any skins.
  • Added visible stats for the Villar Perosa.
  • Solved problem with overlapping screen when end of round is triggered when the players is watching intro movie.
  • Added missing front line visuals on globe for Operation Kaiserschlacht, Conquer Hell and Iron Walls.
  • Adding an option to filter the kill log in the HUD. You can now choose to show all, squad, self or nearby.
  • HUD - Attack/Defend Order Complete is now correctly green.
  • Fix for wrong squad being selected in the squad screen.
  • Fixed an issue where the background would turn black when in the pause menu.
  • Fixed an issue where your tracked medal would not show up correctly in the pause menu.
  • PS4: Fix for missing highlight in Options sub-menu.
  • Xbox One: Fix for distorted fonts.

GAMEPLAY:

Weapon Balance

  • Light Machine Guns were less attractive than other weapon classes, we have given them various forms of adjustments to make them more viable mid-range weapons.
  • Increased LMG and SLR bullet suppression at medium range.
  • Increased aimed accuracy of support machine guns.
  • Decreased Lewis first shot recoil multiplier.
  • Decreased Huot first shot recoil multiplier.
  • Increased BAR M1918 horizontal recoil.
  • Low Weight machine guns now also gain accuracy faster during fire.
  • Added bipods to Low Weight LMGs.
  • Reduced effect of recoil direction slightly and made it scale correctly with recoil modifiers like bipods.
  • Adjusted accuracy values of SMGs and LMGs in customize to better represent differences.
  • Hellriegel now overheats a little bit slower and has increased horizontal recoil.
  • Slightly reduced Mle 1903 reload time.
  • Reduced deploy time of Mle 1903 and Repetierpistole M1912 and sped up the deploy animation for a higher energy feeling.
  • Slightly reduced the rate of fire of the Russian 1895 Infantry and Sniper and made the time when you can fire again more readable.
  • Changed damage multipliers for buckshot to be more consistent. This will eliminate some unintentionally high and unintentionally low damage hits.


Gadget Balance

  • Limpet Mines are now indestructible until they detonate. This prevents other players from “stealing” the Limpet Mine with explosives. The Limpet Mine is intended to be timed detonation only.
  • Increased number of magazines for gas and incendiary Tripwire Bombs to 2 to make them more attractive over HE Tripwire Bombs.
  • Mortars have had a balance pass. Players now have to pick more clearly between slow, accurate fire, and rapid, inaccurate fire.
  • Mortars now require a time after deploy before they are fully accurate.
  • Increased the inaccuracy penalty for firing multiple mortar rounds quickly.
  • Reduced the max damage radius of Support Airburst mortars. Mortars will need to land closer to do their full 65 damage.
  • The minimap targeting function of Mortars now shows the current accuracy level of the strike. The red dot only appears when the strike is at maximum accuracy
  • Both Support Mortars can now fire 2 smoke rounds in addition to their default round. A Hint has been added to explain the feature.
  • The HE Mortar now correctly has the same range as the Airburst Mortar.
  • Rifle grenades have a delay after firing.
Frag:
  • Decreased time until explosion after collision from 1.1 s to 0.7 s
  • Added minimum time of 1.0 s before it can explode after firing
  • Reduced collision speed multiplier from 0.15 to 0.12 to make it bounce a bit less
HE:
  • Reduced blast radius from 7 m to 6 m
  • Increased minimum time before explosion after firing from 0.3 s to 0.75 s


BUG FIXES
Weapons

  • Removed the delay before being able to fire primary or secondary again after deploying a gadget or throwing a grenade.
  • Changed Madsen shell eject VFX to the bottom, which is the correct position.
  • Fixed too high reload threshold on the Lewis MG which lead to accidentally cancelling reloads.
  • Reduced reload times of Autoloading 8 Extended to better match the animation.
  • Fixed left recoil direction not working on BAR 1918 Telescopic.
  • Fixed issue the Hellfighter Trench Gun having no visible iron sights in ADS.
  • Fixed the reload animation for Autoloading 8.25.
  • Fixed chevron reticle not showing up on Gewehr 98 Marksman.
  • Selbstlader 1906 Factory, Autoloading 8 .35 Factory and Marksman now resupply 10 bullets at a time.


Gadgets

  • Improved behavior when switching between primary weapons and rifle grenades when going ADS.
  • Fix for pickaxe clipping through the hand.
  • The distance scale in the Trench Periscope is now visible again.
  • Corrected velocities of Rifle Grenades when using the Autoloading 8 Marksman.
  • Fixed so only the player who placed the mortar can use it.
  • Fixed the Mortar sometimes deploying inside objects.
  • Made the Mortar and Trench Shield easier to deploy.
  • Fixed issue where players using Toggle Zoom could get stuck when using the AT Rocket Gun or Tankgewehr.
  • Increased the time required to draw and keep out your melee weapon after an attack. This avoids players accidentally ending up with an active melee weapon during heated close quarter fighting.


FEATURE UPDATES
Ricochet

  • Tracers that ricochet off armored vehicles are now more easily seen
  • Added hit indicator sound for glancing hit on vehicles.
  • Added hint prompts to soldiers that explain the explosion damage reduction in prone.
  • Many important hints will now show up to 3 times before never showing again.
  • Added additional hints for some vehicle gadgets that players were having a hard time understanding.
  • Scoring for Behemoth damage no longer comes only in 20 point chunks. Smaller damage amounts will register a point value. The total damage point value of a Behemoth has not changed.
  • Fix for player occasionally being teleported when exiting the field gun during reload animation
  • Added non-gamepad Joystick support.

Vehicles:
Vehicle Balance

  • Fortress Gun does greater damage against vehicles and has a bigger lethal area against infantry.
  • AA
Decreased damage of AA cannons against planes and plane parts.
Reduced AA Truck range to better align with stationary AA and prevent HQ camping.
Fixed badly aligned shell eject VFX of the stationary AA.
  • Planes
Increased blast damage and radius of Ranken darts.
Reduced damage of Scout rifles against plane parts.
Increased damage of K Bullets against attack planes.
50 kg bombs can now deal a little damage to planes and tanks when landing a direct hit.
Increased Bomber Killer bullet velocity to improve this pattern’s dogfighting.
Improved Bomber Torpedoes vs land targets, making it useful as a heavy bomb even on maps without boats.
  • Reduced the damage a Cavalry soldier takes from headshots.
  • Increased the range that AT grenades can be thrown from horseback.
  • Increased the damage hand grenades do vs transport vehicles.
  • The Armored Artillery Truck now does slightly more damage up close, and less damage at long range. The bullet drop has also been reduced to enable players to hit at longer ranges.
  • Vehicle deployed mines can now have up to 6 mines alive in the world at one time (was 3).
  • The Train on Suez now has a Heavy Mortar on the front turret instead of the 57mm AT gun. This gives it more impact on the flags.

Bug Fixes

  • Fixed an issue where the soldier would enter the AA gun from the wrong direction.
  • Fix for explosion fire being present for too long after an airplane crash.
  • Fixed an issue where the player could hide in a damaged armored car turret.
  • The tank hunter attack plane now reloads automatically when idle, comparable to tanks.
  • Fixed players spawning into the Armored Train when spawning should be unavailable.
  • Fixed Rumpler Attack Plane to properly gain health when using the Wing Repair ability.
  • Fixed collision problems with wrecked Mark 5.
  • Fixed so torpedo boats are immortal when spawned until player has entered them to prevent an exploit.
  • Fixed some vehicle tooltips appearing even after the player has left the vehicle.
  • Behemoth overview HUD now displays broken weapons and turrets on all Behemoths. When in a Behemoth seat that is broken, you will now see an indicator for the repair progress.
  • Fixed so all airplanes can deploy Emergency Repair for any damage amount.
  • Fixed some aircraft being able to activate Emergency Repair despite not having it equipped.
  • Reduced amount of blur effect when using artillery weapons
  • Aligned camera on beckers guns better with the ironsights.
  • Added support to decouple passenger aiming from being affected by turning the vehicle.
  • Improved visuals for zoom scope and bomb scope views in vehicles.
  • Bomb sight and artillery aiming now uses the water surface to display range instead of the ocean floor.

Audio:

  • Fix for a problem where ragdoll screams on velocity can start stuttering if a series of ragdoll impacts happen in succession.
  • Fixed several VO timings.
  • Fixed a bug where the gas alert VO would trigger in faulty situations and was heard too far and long.
  • Fix for a VO issue where EoR could double-trigger when changing team after the first attempt.
  • Fix for a crash related to switching from Atmos to non-Atmos too quickly.
  • Adjusted engine sound behavior over terrain on motorcycles.
  • Removed shell eject sounds for pieper carbine.
  • Tweaked timings on BAR M1918 fire sound.
  • Fixed phasing sound for the Fortress Gun.
  • Changed incoming sound for armored train artillery shell.
  • Fixed issues where the Operations introduction music would start playing late on PS4 or Xbox One.
  • Fixed a case where the music would not loop after finishing the last round in an Operation.
  • Adjusted several subtitle timings.
  • Added diagonal raycasts and tweaked calculations to improve indoor/outdoor detection.
  • Fixed issues with first person Foley sounds playing when moving the camera in third person view in some vehicle.
  • Fixed an issue where the loading music would carry on into the game and never stop.
  • Fixed an issue where quitting to menu and then starting a level would not stop the menu music.
  • Turned off doppler effect on horses.
  • Fixed issues with the underwater sound state getting stuck until player dies.
  • Fixed timing on the deploy sound for Pieper M1893 and BAR M1918.
  • PS4: Fixed an issue where the audio could stutter for high rate fire weapons.
  • PS4: Fixed an issue where selecting reset audio would not reset the audio language.


Server:

  • Improved server performance and bandwidth usage for airplanes.
  • Improved handling of network jitter, packet loss and packets arriving in the wrong order.
  • Improve server performance of barbed wire objects in the levels.
  • Added grenades to the high frequency updates to avoid problems with players taking damage from explosives before they visually detonated.
  • Improved hit registration for airplanes, especially in close proximity dogfighting.
  • Improved message if disconnected from server.
  • Fixed match making issue for servers with no round time limit.
  • Balance players based on their skill in the current game mode instead of global skill.
  • Several server performance improvements.
  • Improve server metrics for detecting networking problems of specific players.
  • Fixed issue where players were not being placed in the same squad when joining on friend that is in a full squad or not in a squad at all.
  • Several fixes for common and uncommon server crashes.


Campaign:

  • Horses no longer take damage from collisions with soldiers.
  • Fixed the bullet tracer glow on stationary turrets in Fog of War.
  • Fixed an issue where the airplane could get stuck in terrain.
  • Updated several subtitles.
  • Fixed an issue on Young Men's Work where AI deployed from armored vehicles could see the player through terrain and keep firing.
  • Several minor graphical fixes on all levels.
  • Fixed several erroneous collision volumes on all maps (“invisible walls”).
  • Fixed several floating objects on all levels.
  • Fixed several typos.
  • Fixed an issue in The Runner where AI would disappear when reaching the objective "Defend the Frontline."
  • Fix for missing water in Carry your Friend.
  • Several minor VO fixes.
  • Removed delay on primary weapon after throwing a lure.
  • Fixed AI walking through certain gates in Breakdown and Steel on Steel and opening them in the wrong direction.
  • Removed the continue playing button when a chapter is completed.
  • Fixed Wilson dangling in your face if you restarted the checkpoint during the finding the plane cut scene in Fall from Grace.
  • Fixed alarms not getting deactivated when the speakers get destroyed.
  • Objective in beginning of Fall from Grace now only show once if the player load from checkpoint.
  • Player is no longer allowed to back track after entering the trench area in Fall from Grace.
  • Heavy Machine Gun on top of train cart in Hidden in Plain Sight now spawns properly.
  • Fixed no objective appearing if loading into the last checkpoint in Steel on Steel, and fixed the player not getting an objective update if they entered Bess before the Return to tank objective.
  • Fixed an issue in which jumping could break the enter AA gun animation in Friends in High Places.
  • Fixed an issue where game objectives would show up with delay in pause menu.
  • Fixed a performance problem related to AI on Steel on Steel at Hill Top.
  • Fixed crosshair would sometimes disappear when taking damage in the FT Tank.
  • Fix for player being unable to get on a horse if it's blocked by a wall.
  • Adjusted barbwire material to allow AI see-through/shoot-through behavior.
  • Fixed issues where dialogue from inside the tank played on the player’s position while being outside the tank in Steel on Steel.
  • Fixed hit indicator being in the incorrect position when in scope view while flying airplanes.
  • Fix for AI going out of combat if they don't see the player for a while even if the player is damaging them.
  • Fix for rare cases of the AI not seeing the player if the player is on a horse.
  • Fix for a crash that could occur if playing SP for a long time.
  • Fix for no visual effect when shooting after the player interrupts tank repair.
  • Fixed occasional glitch with ammo display when picking up a weapon from an AI on Hidden in Plain Sight.
  • Fixed an issue where AI tanks would not engage the player in Steel on Steel.
  • Fixed an issue where AI soldiers in Fog of War's artillery base would fall through the wooden tower.
  • Xbox One: Fixed crash that could occur when driving the tank.

Source: https://forums.battlefield.com/en-us/discussion/58616/battlefield-1-fall-update-notes-11152016

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Giant’s Shadow Release and Update December 13th

Community Manager
Welcome to the Battlefield 1 December Update. We’re excited to share with you all the changes that we are bringing to the table, headlined by the new map Giant’s Shadow. We’re also bringing a ton of important balance changes and fixes, as well as an exciting new Custom Game setting with Standard Issue Rifles that we can’t wait to try out together with the community. Finally, we’re happy to announce that our new Spectator Mode is available in this update, and we are all really excited to see what the community will do with it.

So sit back, grab a hot beverage, and enjoy reading about all the changes in detail below or here. Changes include all platforms unless specifically noted.
See you on the Battlefield!

Alexander “Striterax” Hassoon
Erik “TheHelgon” Ortman
Alan ”Demize99” Kertz
Steve “whitewalrus” Lin
Randy “SonicFrequency” Stanton

Introducing Giant’s Shadow*
With a massive crashed airship casting its shadow onto the battlefield, Giant’s Shadow brings fierce combat on the open ground and river banks alongside the Cateau-Wassigny railway.
Fight in the shadow of a crashed giant
The Battle of the Selle, 1918. Cold autumn. British forces have broken through the Hindenburg line and are heading towards a strategic railway center. The outcome is uncertain. An armored train can still turn the tide.
*Available December 13, 2016 for pre-order and Premium Pass customers. Giant’s Shadow will drop for all Battlefield 1 players on December 20, 2016 as a free map pack. BATTLEFIELD 1 ON APPLICABLE PLATFORM (SOLD SEPARATELY) AND ALL GAME UPDATES, INTERNET CONNECTION, EA ACCOUNT, AND (FOR CONSOLE PLAYERS) AN XBOX LIVE GOLD OR PLAYSTATION PLUS ACCOUNT REQUIRED FOR GIANT’S SHADOW. Retail preorder customers will need to enter their code on the PlayStation®Store/Xbox Store/Origin Store to download the Giant’s Map content starting on December 13, 2016. Early access ends December 20, 2016.

Spectator Mode
With great pleasure, we would like to introduce everyone to the new Spectator mode. In Spectator, players will be able to join a live BF1 match as an observer. From there, observers can switch between first-person and third-person camera views of all the players on the battlefield through our Player View mode, get an overhead bird’s eye view of the battlefield in Table Top mode, or fly a camera through the world using Free Cam mode.
Our goal was to improve Spectator from previous versions of Battlefield. We gathered feedback from the community and focused much of our efforts on improving the usability and flow moving from player-to-player and switching between the different view modes (Table Top, Player View, and Free Cam). Another key design emphasis for us was to make Spectator a viable tool for the community to create content which includes a moveable third-person camera, depth of field, and camera filters.

New Custom Game setting – Standard Issue Rifles
A new Custom Game option has been added: Standard Issue Rifles. In SIR all kits are granted access to their faction’s standard issue rifle. For example, the British are granted the SMLE MKIII. These rifles are not equipped with optics, and are intended to provide players with gameplay inspired by the WW1 trenches. As a Custom Game option, this can be enabled or disabled with other weapon types to create a variety of experiences. SIR is not available as part of the base game experience. We feel that the ability to equip SIR in vanilla would negatively impact the combat roles of the classes. As a clear WW1 fantasy, we hope that SIR scratches an itch for our broad and diverse player base.
  
  • Soldier

    Movement
    We’ve made several fixes and tweaks to the controls and input handling for the soldier experience. Most of these are bug fixes that should generally ensure a higher response level for players. This includes fixing the inability to sprint out of crouch and prone in certain situations and fixing issues with toggle zoom. While we are confident we have improved the situation, we are eager to hear the community’s feedback to see if there are any outstanding or new issues that can be discovered.

    Aim Assist
    An update has also been made to the controller Aim Assist system in BF1. We now require the player to be actively giving aim input in order to get aim assistance. It was possible in some previous cases to get help on a target when simply strafing past them, which was unintentional. We’ve also exposed additional control options on console, including the ability to tweak the central dead zone. Please note that setting the dead zone too small may introduce unintentional aim movement. We have not made any adjustments to the snap-to-target feature of our Aim Assist. While we are aware there are players who are actively petitioning for the reduction or removal of Aim Assist, we feel that this would be to the detriment of the global player community. As this is an area of high passions, we expect additional feedback on our Aim Assist systems to surface, and we are open to that feedback. We are especially interested in appealing to those players who wish to play without assists, and are sensitive to their needs.
     
    Vehicles
     
    Vehicle Deployment
    This update includes some new additional logic to address the problem of spawning as a Tanker, Pilot, or Cavalry soldier without your mount. We have also made some fixes that should prevent the player from getting the incorrect kit when spawning into a vehicle, for example spawning as a Cavalry soldier when spawning into a Tank. In some extreme cases, the player may be blocked from spawning if a vehicle cannot be spawned. This can happen due to positioning of other soldiers and vehicles in the world, and should be rare. Previously the player would be spawned without the vehicle; in the new case, the spawn flow will be aborted and the player given a “spawn not available” message.

    Landship
    Looking at the way the game is played, the Landship is underrepresented in gameplay. We wanted to enhance the role of the tank as a teamplay vehicle, as well as give additional incentives for tank drivers to pick up and play the Landship. The biggest change here is the ability to allow teammates to spawn into the Landship directly, like they do the Heavy Tank today. This will help keep the Landship full of teammates, in a way that makes it a far more effective vehicle. We've also applied buffs to the driver abilities and the armor of the Landship, making it as armored as the Heavy Tank. The shape of the Landship still makes it easier to knock out treads and weapons compared to the Heavy Tank.

    Air Vehicles
    Several adjustments have been made to the combat experience for Air Vehicles. We’ve removed an exploit that allowed instant killing of airplanes with the Ranken Darts; these are intended as ground attack weapons, not air to air weapons. Fighter airplanes now have slightly higher damage to their MGs overall and Bombers take more damage from MGs specifically. Rockets have also received a velocity boost to make their usage more consistent. Combined with some additional reductions in overheat, this should make Fighters more viable in the air to air role without having to resort to exploits or lucky rocket hits. We’ve also reduced the damage of rear gunners in airplanes, in order to prevent players from easily switching to the rear gun and killing pursuers. This tactic is, of course, still viable, but now is more difficult to perform, making it a skill move. The damage reduction should not be extreme enough to significantly decrease the intended teamplay benefit of having a full airplane.

    Line of Sight
    We’ve added a “Head Glitching” style fix to vehicles that prevents players from shooting over objects that block the weapon’s line of sight. This is most noticeable in 3P, and is intended to fix players being able to fire their tank at targets while remaining entirely behind cover. It is our intent to provide a balanced 1P and 3P vehicle experience, and this fix goes a long way towards ensuring 3P does not become the dominant play style.

    Detailed Vehicle Changes
    • TankGewehr now does increased damage, from 120-150 to 160-180. Change is on both the Landship and Tank Hunter. Damage against planes is virtually unchanged
    • Landship mortars have had their range increased slightly
    • The Mortar Pattern of the Landship now has 5 seats, adding two additional side LMG seats to the package
    • The Squad Support Pattern of the Landship now features a front firing 20mm cannon like the Light Tank Flanker Pattern, instead of an LMG
    • The Landship now takes the same damage as the Heavy Tank
    • Decreased amount of health restored by emergency repairs on the Heavy Tank from 30% to 20%
    • Increased the amount of health restored by track repairs on the Landship from 15% to 20%
    • Decreased amount of health restored by emergency repairs on the Landship from 30% to 25%
    • Decreased damage of Case shells against planes by 50%
    • Reduced stationary AA range from 400 m to 334 m
    • Fixed inconsistent damage of plane rockets against other planes
    • Reduced plane rocket impact damage from 120 to 100
    • Increased plane rocket initial speed and reduced time to live
    • Reduced Ranken Dart damage against planes
    • Made bombers take 20% more damage from bullets
    • Increased Dogfighter and Trench Fighter MG damage by 4% and slowed down the overheat
    • Increased Bomber Killer MG damage by 3%
    • Decreased Airship Killer MG damage by 18%
    • Decrease plane tail gunner damage by 23% (far) to 42% (close) and sped up damage drop-off slightly
    • Reduced boat torpedo range to approximately 400 m, matching the behemoth AA range
     
     
    Weapons

    Shotguns
    Shotgun balance has been addressed in this update, with the primary goal of evening out the advantages and disadvantages of each type of shotgun. We noticed that some shotguns were unintentionally strong at certain distances, most obvious with the Model 10-A Hunter and Factory, which could kill a full health target at long range (for a shotgun). Players were naturally preferring these shotguns over others. To prevent this, we reduced the range for the buckshot variants of the M97 Trench Gun, Model 10-A and Sawed Off Shotgun, reducing the maximum one-hit kill distance. To make the M97 Trench gun more attractive we added an extra pellet to all variants and slightly improved the damage drop-off for the Sweeper variant. The Backbored shotgun variants had their range improved, as previously you took too big of a hit for the improved recoil. We increased the accuracy of the 12g Automatic to allow users to make use of its high rate of fire more effectively. Tweaked crosshairs will make it easier to land your damage consistently for all shotguns.

    LMGs
    Adjustments were made to have LMG performance much more consistent at close and medium range. We tweaked how much inaccuracy you get when you start firing an LMG while aimed. Previously, Optical configurations had a significant advantage over the rest unless a bipod was used. Now the accuracy of the second shot is the same for all variants of one LMG and just slightly above the level previously held by the Optical setups. Using a bipod will still give you a significant boost to your accuracy while firing. Additionally, we added a small bonus to horizontal recoil while aimed with Optical variants, improved reload timers to better match the animations, and made the Lewis Gun overheat slower.

    Bayonets
    Players may now bayonet charge while reloading or when out of ammo with their weapon. The reload will be aborted if the player still has rounds in the magazine. If the weapon is empty, the reload will restart automatically at the end of the charge.

    Detailed Weapon Changes
    • Reduced reload time for the Lewis MG from 3 to 2.85 s and 4.5 to 4.2 s for fast and slow reload to better match the animations
    • Slowed down Lewis MG overheat from 35 to 50 bullets
    • Increased Madsen MG fast reload from 2.45 to 2.65 s to better match the animations
    • Reduced tactical fast time for the BAR from 2.9 to 2.8 s to better match the animations
    • Increased MG15 reload time from 4.3 to 4.45 s to better match the animations
    • Corrected an error where LMGs and rifles zoomed in too fast when used with iron sights and 2.00x magnification
    • Increased the throwing velocity of the Light AT Grenade to the same value as used by the Frag Grenade
    • Improved accuracy and recoil of M1903 Experimental
    • Made revolvers and the Howdah Pistol recover faster from dispersion
    • Flares no longer set the player on fire immediately after firing them while looking down
    • Reduced the damage of mortar shells when hitting an object immediately after firing
    • Fixed Martini-Henry dealing too much damage to most body parts. It is now affected by a 0.9 multiplier to the lower torso and upper arms and a 0.75 multiplier to the legs and forearms, like the other rifles with sweet-spot mechanics
    • Martini-Henry now resupplies 5 bullets at a time
    • Reduced No.3 revolver reload time from 2.666 s to 2.3 s
    • Increased No.3 rate of fire from 150 rpm to 164 rpm
    • Reduced Repetierpistole M1912 aimed stationary dispersion from 0.4 to 0.3
    • Reduced Repetierpistole M1912 horizontal recoil from 0.8 to 0.5
    • Increased Hellriegel first shot recoil multiplier from 1.8 to 2.0
    • Increased Hellriegel horizontal recoil from 0.76 to 0.8
    • Reduced MP18 first shot recoil multiplier from 2.1 to 1.8
    • Improved shotgun crosshair size and scaling
    • Sawed-Off shotgun now resupplies 4 rounds at a time
    • Reduced 12g Automatic dispersion increase per shot from 0.3 to 0.15
    • Fix for dispersion of Model 10-A Hunter decreasing too quickly
    • Fix for dispersion of Model 10-A Factory decreasing too slowly
    • Moved up damage drop-off from M97 Trench Gun Hunter, Model 10-A Factory and Hunter by 1
    • Reduced 12g Automatic post reload delay from 0.5 to 0.3
    • Improved hip fire of M1903 Experimental
    • Changed SMGs and LMGs to use damage curves
    • Huot, Lewis, M1909 and BAR minimum damage increased from 21 to 23
    • LMG damage drop-off happens at farther distances
    • Reduced effect of suppression on LMG vertical recoil
    • Changed LMG base ADS dispersion increase per shot from -0.12 to -0.085 so they are slightly more accurate on the first shots
    • Reduced Lewis horizontal recoil from 0.36 to 0.34
    • Reduced Huot horizontal recoil from 0.32 to 0.16
    • Reduced M1909 horizontal recoil from 0.3 to 0.24
    • Changed post reload delays on Gewehr 98 from 0.4 to 0.8 to better match animations
    • Changed post reload delays on SMLE from 0.8 to 0.6333 to better match animations
    • Changed post reload delays on M1903 from 0.8 to 0.7 to better match animations
     
     
    Gadgets

    Mortars
    We’ve reduced some of the inaccuracy added by the last update. Mortars will be more accurate when placed, and slightly more accurate during sustained fire. The damage amounts remain unchanged. We felt that it had become too difficult to hit even large targets like tanks, and the inaccuracy in combination with the damage adjustments to the airburst mortar reduced mortar effectiveness more than intended. In addition, in Hardcore players will now get the Large Map for aiming indirect fire weapons. Spotted players will not show on the map unless Minimap Spotting is enabled in Custom Games.

    Syringe
    We’ve added a short cool down between syringe uses and added the ability to ignore the cooldown if near an ammo crate. Together a Medic and a Support can team up to quickly revive a large amount of soldiers. The cool down is minor, and is intended to only prevent the near instant revive of several soldiers in a very short time. Reviving a single soldier is unaffected. We feel this is a good balance to prevent “revive trains” from a single Medic, while not reducing the usefulness of revive, with a bonus of additional teamplay.
    Ammo & Medical Crates
    Medic and Support players should find it much more reliable and useful to deploy their Large Ammo and Medical crates. We’ve added additional healing and resupply power to those crates, so they serve more teammates before being depleted and being destroyed. Additionally, we’ve added a feature that will deploy the crates at the player’s feet if the space immediately in front is blocked by an object or slope. This should drastically reduce, but not entirely eliminate, the situation where a crate fails to deploy. It is still possible for the player to occupy a space where the crate cannot be deployed, for example a very tight corner or a steep slope.

    Explosive Icons
    We’ve updated the in-world icons for explosives to properly reflect their team, and to fully scale over distance so they don’t unnecessarily dominate the field of view, especially at close range. We’ve also identified an issue whereby it can be difficult to determine if a nearby grenade is in front or behind the player. This update does not include a fix for the issue, but we hope to address it in the future. Finally, we’ve implemented proper scaling on the large crates for both medic and support players, so their icons are not as obstructive at longer ranges.
     
     
    Hardcore
    Thanks to the Community for their feedback on Hardcore mode, we’ve introduced some additional changes in this Custom Game. A large map is now available, as in the base game. In Hardcore the map is will not show the position of objectives, players, etc. We intend for players in Hardcore to only have UI interfaces for things a real soldier could reliably know, for example: how many grenades he has left, but not how many bullets are left in his magazine. For this reason, we have decided to continue down the path without having kill confirmations or a kill log in Hardcore. However, we have added Team Kill confirmations as a nod to the need of accessibility and player learning. In BF1 we changed Hardcore from the reduced health of BF4 to increased bullet damage, in order to retain balanced explosion damage. In this update we’ve adjusted the damage amount in Hardcore from 200% to 125% damage. While on paper this looks like a huge change, 125% damage will still create far more lethal up close damage, for all kits, but will prevent bolt action rifles from being one hit kill at all ranges vs all body types. Other weapons will retain their intended ranges, while still being far more lethal than the base game. These changes help us steer Hardcore down the path of feeling like a faster, meaner, more realistic base game
     
     
    Stability & Performance
    Stability and performance is always critical to us, and in this patch we’ve done a number of improvements to ensure a solid gameplay experience. Below are some of the major changes.
    • Fixed an issue that caused a hang when pressing J/K/L on console keyboard
    • Added a new Framerate Limiter option that limits the maximum framerate the game will run at to a specific amount. Limiting your framerate to a lower number can help improve performance if you are experiencing high CPU usage
    • CPU optimization to improve high framerate operation on high end video cards where there is no VRAM pressure
    • Fixed an issue where the game would sometimes crash when loading levels
    • Fixed an issue where the game would sometimes crash when dying in a vehicle
    • Fixed a server crash related to trip wires
    • Fixed an issue where outdated game clients could still connect to EA servers without receiving an error
    • PC: Forced v-sync to on during loading movies on PC to prevent screen tearing and stutters
    • PC: Fixed some issues that could lead to GPU hang on DX11
    • PC: Fixed ghosting issues
    • PC: Borderless full screen now works as intended
    • PC: Fixed an issue with full screen causing other windows to be resized and/or moved around
    • Xbox One: Fixed a rare VOIP related crash
    • Console: Tweaked dynamic resolution min cap scaling to improve GPU performance over loss of resolution
     
     
    General
    Below you’ll find the list of general fixes not included in the things we’ve already covered above.

    Gameplay
    • Monte Grappa, Suez, Ballroom Blitz & Argonne Forest - Made tweaks to certain areas of the map where attackers had a very difficult time capturing specific sectors
    • Fixed an issue where players could get team kills when killing an enemy who has joined on a friend in your team
    • Netcode improvements to apply pose changes faster. Before it was only applied when standing and going from stand to crouch. Now it is applied for all pose transitions and while walking as well
    • Wrecked Airship parts left behind by a destroyed airship should no longer occasionally kill soldiers
    • Fixed rubber banding issues and non-smooth movement of airplanes in MP
    • Slightly adjusted the matchmaking ruleset for Operations to reduce the chance of entering an Operation that is about to end
    • Re-worked how the behemoth enters the map in Operations game mode. The Behemoth will no longer appear if a team is in a significant lead. This affects both attackers and defenders in Operations
    • Defenders will no longer get a behemoth on a new level if attackers are on their last battalion
    • Reduced attacker behemoths to prevent them from getting one on each retry on second and third maps
    • Increased score difference between teams needed for behemoth to appear
    • Fixed camera jitter during deploy transition to airborne vehicles
    • Binoculars in Single Player are now working if click-to-zoom option is selected. In multiplayer if click-to-zoom is selected, the zoom clicks are not lost anymore if happening during weapon switch or reload transitions
    • Added kick of player if spawning with restricted weapons to prevent usage of weapons not allowed in Custom Games
    • Split the click/hold-to-zoom weapon option into separate ones for vehicles and soldiers
    • Fixed an issue where the player was not being awarded score for capturing a conquest point after exiting and reentering the capture area
    • Reduced mortar dispersion increase per shot from 3 to 2.75
    • Prevented the possibility to spawn with the wrong class when switching class at the time of deploy
    • Fixed an issue where grenades didn't rotate correctly or at all when thrown from the player
    • Fixed an issue with camera transitions when dying
    • Fixed an issue with horse twitching from explosives
    • Fixed an issue where trying to place a limpet charge on a door resulted in a crooked, floating charge instead
    • Fixed an issue where prone aiming constraints were not properly applied after respawn
    • Fixed an issue where players sometimes became invisible when exiting certain vehicles
    • Fixed an issue where soldiers would get stuck on top of vehicles
    • Fixed an issue where captured flags could be stretched by shooting them with shell projectiles
    • Fixed 3p stuttering of Behemoth when viewed from the ground
    • Fixed an issue with the placed collision on the tunnel ceiling on Monte Grappa
    • Fixed an issue where the rifle on cavalry would appear with the sabre animation
    • Fixed an issue where destroying turrets on behemoths with explosives would sometimes disable the wrong turrets
    • Fixed an issue which caused part destruction on airships to not work as intended
    • Fixed an issue where Elite Classes in vehicles or stationary turrets took the same amount of damage as normal soldiers
    • For players using the click-to-zoom option, sprint is now properly interrupted on zoom and re-engaged on un-zoom
    • Fortress turret wrecks now stay forever, or until a new turret respawns to prevent issues with vehicle and soldier collision
    • Minor adjustments to Ballroom Blitz battlement gate damage behavior
    • Destruction tuning to avoid floating lamps
    • Adjusted Sinai desert rock bridge debris damage and health for consistency
    • Fixed object on Ballroom Blitz that improperly caused collision damage to tanks
    • Fixed strange looking enter animation on QF1 AA Stationary Weapon
    • Added more spawn variations to the C flag in Conquest on Empire's Edge
    • Soldiers can no longer enter the tower on Ballroom Blitz after it has been destroyed
    • Grenade throws will no longer be canceled by pressing Zoom while holding the grenade button. Instead they can be canceled with Reload
    • Fixed flare projectiles penetrating aircraft
    • Flare projectile now breaks glass
    • Soldiers can no longer switch to rifle grenades when they are out of ammo. The C96 Carbine now automatically switches to secondary when out of ammo
    • Fixed the beam reticle for the Cei-Rigotti showing the cross reticle instead
    • Corrected occlusion and collision issues on Ballroom Blitz
    • Resized the Ring Reticle for improved shooting experience
    • The mortar can no longer be deployed on bushes
    • Fixed an issue where sometimes matchmaking from recommendation did not show the loading screen
    • Fixed an issue where players would sometimes be taken to an earlier check point when rebooting the console while playing the campaign

    UI
    • Improved overall UI performance and stability
    • Fixed an issue of Medics not seeing 3D revive/minimap death icons of team mates who died behind them until they look at the body
    • Hardcore now shows team kills in the score log
    • Made it simpler to report offensive emblems by adding reporting functionality in the EoR scoreboard
    • Improved latency in End of Round when scrolling through the scoreboard
    • Fixed an issue where vehicle crosshairs would disappear in Hardcore when using the Armored Train or Dreadnaught
    • Gadgets now take priority if pressing dpad up and dpad left or right at the same time
    • Fixed an issue with the Operation Outcome screen that caused it to display the wrong information about the result of the Operation
    • Crosshair visibility can now be adjusted in the gameplay options
    • Fixed an exploit where a player could steal Squad Leader status from an active squad leader
    • Fixed an issue with the number of service stars always showing as zero in the customize screen
    • a gas mask in stationary weapons and other vehicle seats where it was previously hardcoded
    • Fixed an issue where customization submenus would automatically close while selecting equipment
    • Fixed an issue with the current soldier not displaying in the squad screen in Team Deathmatch
    • Squads with players in a party now stay unlocked if there are only two players in the party
    • Prevent squads having too many players when running map rotations with mixed game modes
    • Joystick now works without setting the controller layout to Custom
    • Fixed an issue causing delays in game chat
    • Fixed an issue where hints would get stuck on the screen
    • Skins unlocked from Battlepacks now properly indicate they are for all patterns of a specific weapon
    • Fixed an issue where friendly mortars would sometimes appear as deploy points
    • Player can now select squad spawn points with the dpad
    • Fixed an issue where a tech hang was caused by joining an Operation's session while in progressive installation
    • Fixed an issue where no error messages were displayed when accepting a Multiplayer invite during progressive installation while playing
      Singleplayer.
    • Fixed an issue where joining a multiplayer game invite resulted in a black background
    • Fixed an issue where no queue information was provided after accepting an invite to a full server, while on another server with the option menu open
    • Fixed an issue where the round bonus score bar in EoR personal tab was counting up and then disappearing
    • Fixed an issue where spamming the options button in EoR lead to a technical hang in the next round
    • Fixed an issue with Model 10-A Slug that was tracked as Artillery kills in the EOR screen
    • Fixed an issue where the EoR countdown stopped when quickly navigating through tabs
    • Fixed an issue where a tech-hang was caused after selecting the shovel and bayonet in Weapons and gadgets
    • PC: Added server info in the "..." menu
    • PC: Pressing "ESC" while in customize now properly takes you back to the deploy screen
    • PC: Exposed Gas Mask key bind in vehicle section. This allows you to rebind the button to put on
    • PS4: Fixed an issue where User Created Media Restricted users were able to see server names created by other users
    • Xbox One: Fixed an issue where the LB/RB buttons had no functionality in the news menu

    Audio
    • Fixed so that master and music volume fades nicely to the saved settings when starting the game
    • Fixed an issue with in-world sound heard briefly when going into the Deploy Screen
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Winter Update Feb 14th

Community Manager

Hi all, there was a big update recently, you can find the notes for it here: https://www.battlefield.com/news/update-notes

 

You can find details of all the new additions and balance changes on this page


Thanks. 

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They Shall Not Pass update info

Community Manager

Welcome to the first of four themed digital expansion packs for Battlefield 1. With "They Shall Not Pass" we are introducing one of the most notable forces of World War 1: The French in their ferocious defense of their country. It will bring a diverse gameplay experience with close quarter infantry skirmishes underground alongside large scale vehicular warfare amongst rolling hills in the French countryside.

 

The expansion pack and update contains:

  • 4 new maps with big contrasts
  • 2 new immersive Operations
  • The French Army
  • 1 New elite class - The Trench Raider
  • 1 new Assault Tank
  • 1 new Behemoth - The super-sized tank “Char 2C”
  • 6 new unlockable Primary weapons
  • 4 new melee weapons
  • 1 new game mode - Frontlines
  • A new type of skins in Battlepacks
  • New melee puzzles in Battlepacks
  • Play as party improvements – Party Leader

Note: The Battlefield 1 They Shall Not Pass update is a required download for all Battlefield 1 players. This has several benefits, including that players who don’t yet own the expansion will be able to watch Battlefield 1 They Shall Not Pass matches through Spectator Mode.

 

 

NEW MAPS

VERDUN HEIGHTS

Enter an intense infantry-only map capturing the action of the opening barrage of the Battle of Verdun which created massive forest fires with players having to fight for domination. It is an uphill battle towards the massive fortresses of Verdun. The artillery never stops, prepare to enter hell!

 
 

NEW MAPS

FORT DE VAUX 

This is an intense infantry-only map capturing the action outside and inside of Fort de Vaux. This was the first big engagement inside a fort during World War 1 and takes place in the dark underworld of Fort de Vaux. There is a maze of dark galleries and wet stone corridors where French and German soldiers fight ferociously with grenades, guns, bayonets and flamethrowers.

 
 

NEW MAPS

SOISSONS

Here you will see players take part in one of the biggest tank assaults of World War 1 with the French 10th army moving to take back Soissons using their powerful St. Chamond tanks. It takes place in the early hours of a hot summer day with planes, tanks and infantry clashing in the beautiful French countryside. Only the thunderstorm is louder than the war.

 
 

NEW MAPS

RUPTURE

This map sees a maze of dead tank wrecks providing a fertile ground for ambushes. This leads to a dire need from the French army to capture key bridges across the Aisne river and in to battlefields where poppies grow over rusty wrecks from previous tank battles. As the sun sets over Fontenoy, the battle wakes up.

 
 

NEW OPERATIONS

DEVIL'S ANVIL

Engage in this infantry focused Operation taking place on Verdun Heights and Fort De Vaux. Fight your way up the fiery inferno and progress down underground to secure the victory. Make sure you let the Trench Raider lead the way and strike fear in your opponent’s hearts as he gets up close and personal with his raider club.

 
 

NEW OPERATIONS

BEYOND THE MARNE

Start your engines. In Beyond the Marne players will engage in vehicular warfare across the Soissons and Rupture maps. Use the size of these maps to take control over the battlefield and wreak havoc on your opponents with the new Char 2C super-sized tank Behemoth as the sound of its menacing engines approaches the battle.

 
 

THE FRENCH ARMY

Hardened and fearless, the French Army joins the fight in Battlefield 1 They Shall Not Pass. Don the faction’s characteristic blue uniform, and participate in the brutal defense of your homeland. The French Army has the classic Battlefield classes of Assault, Support, Medic and Scout. In addition to the Tanker, Pilot and Cavalry Vehicle Kits and the Sentry, Tank Hunter and Flame Trooper Elite Classes. There is also the new Trench Raider Elite Class.

 
 

THE TRENCH RAIDER

Like our other Elite Classes, the Trench Raider, is a pick-up kit available being introduced in Battlefield 1 They Shall Not Pass. It is inspired by the heavily armored French Grenadiers with its body armor providing increased resistance to incoming damage. The Trench Raider Elite Class has melee as a primary weapon, several types of grenades and a sidearm for non-close combat engagement.

 
 

THE ASSAULT TANK - ST CHAMMOND

The brand new St Chammond tank introduces a new class of tanks into the land vehicle mix – the Assault Tank. It is a fast, long & low profile tank featuring multiple machinegun positions in addition to the powerful 75mm main gun. This new tank comes with 3 new packages: Field Assault, Gas Assault & Standoff Assault. Each package introduces a brand new feature to vehicle gameplay. First, the Field Assault package introduces the Pigeon Carrier Artillery. Echoing BF1’s campaign, the driver can release a pigeon that will call friendly artillery to your position. A dangerous move that can be used to your advantage in desperate situations. The Gas Assault package is equipped with a unique delayed fuse high explosive shell in addition to both close- and long-range gas abilities.  Finally, the Standoff Assault package introduces the Spotting Searchlight that will spot ranged targets for its crew and friendly forces nearby. The Searchlight will also temporarily blind nearby enemy soldiers.

 
 

THE BEHEMOTH - CHAR 2C

Spawn into the Char 2C tank and control an epic new behemoth. This super-heavy beast may turn the tide of the entire battle. This powerful behemoth is an extreme threat to enemy vehicles, as it will destroy any armored vehicle in 2 or 3 hits! As an infantry you are somewhat safer unless you are in range of its 3 machinegun positions or the powerful rear-mounted auto cannon. Agility is one thing this behemoth lacks and clever enemies will stay in its blind spots. The front and the rear cannons have limited traverse; however, their operator have unique viewports through a rotating metal slit canopy that give them a very clear view of the battlefield.

 
 

NEW WEAPONS

All the new weapons in They Shall Not Pass can be acquired via the new Weapon Assignments, 12 in total. An Assignment consists of one or two tasks that can be done independently. The tasks usually highlight a team play action (such as reviving) and a weapon that has not been highlighted enough in the past (such as the slug shotgun for example).

Ribeyrolles SMG

RSC 1917 Single Action Rifle

  • Factory
  • Optical

Chauchat LMG

  • Low Weight
  • Telescopic

Lebel Model 1886 Bolt Action Rifle

  • Infantry
  • Sniper

Sjögren Inertial Shotgun

Cogwheel Club Melee Weapon

Nail Knife Melee Weapon

Trench Fleur Melee Weapon

Mle 1903 Extended Tanker Carbine

 
 

NEW MELEE WEAPONS

  • Cogwheel Club
  • Nail Knife
  • Trench Fleur

The Assignments for these are intentionally more difficult as the new weapons awarded are variants of existing melee weapons that provide the same functionality. Melee weapon connoisseurs will appreciate the challenge and the change to wield something unique on the battlefield.

In addition, the Trench Raider Elite Class will have its own unique Raider Club primary melee weapon.

 
 

NEW GAME MODE - FRONTLINES

This is a 32 player mode that is a tug-of-war with the front line moving in both directions. We see it as having a fluid transition from classic Battlefield modes, Conquest into Rush, and vice versa.

Both teams fight for one flag at a time and when this objective is captured the action moves on to the next. Capture the enemy’s HQ control point and the game turns into a Rush-style section where telegraph posts need to be attacked or defended.

 
 

NEW BATTLEPACK FEATURES

We are introducing a new French themed style of weapon skins for the new weapons. It comes in the same rarity as the weapon skins for the standard weapons; Special, Distinguished and Legendary. We are also adding 3 new melee weapon puzzles:

 

SABER

BILLHOOK

KUKRI

 
 

PARTY LEADER FEATURE

Every party will now have a party leader, usually the party creator, identified by a star. The party leader is in charge of joining a multiplayer game for the party. All other party members will be notified when the party leader has found a game. A normal party member can still join a multiplayer session but other party members will not get notified for it.

 

 

 

WEAPONS AND GADGETS

As part of an ongoing effort to address excessive use of explosive gadgets and grenades, we changed the way grenades resupply for this release. The goal for these changes is to reduce the amount of grenades available while getting constantly resupplied, as it is common in choke points, without making resupplies unnecessarily long in other gameplay.

Similar to some gadgets, all grenades slowly resupply when out of ammo. This resupply is greatly sped up when near an ammo crate.

The resupply timers are as follows:

  • Frag: 36 seconds
  • Light AT: 36 seconds
  • Impact: 36 seconds
  • Incendiary: 36 seconds
  • Gas: 27 seconds
  • Mini: 24 seconds
  • Smoke: 18 seconds
  • Resupplies are 3 times as fast near ammo crates
  • Reduced Smoke, Gas and Mini Grenade ammo from 2 to 1
  • Ammo pouches currently no longer resupply grenades

These changes are subject to tweaking in future releases. We are looking to expanding this system to more gadgets in the future.

 

MG 08/15:

  • Decreased horizontal recoil from 0.7 to 0.3
  • Full accuracy is reached one shot earlier
  • Fixed bad reload timers on M1911 Extended:
  • Tactical reload time increased from 1.4 to 1.6 s
  • Empty reload time increased from 2.3 to 2.6 s
  • Reload threshold reduced from 1.1 to 0.78
  • Fixed staged reload timers
  • Fixed an issue where the MG 08/15 would overheat much faster on PS4 and XB1 than on PC and set the new overheat threshold to 67 bullets
  • PS4: Fixed an issue where the MG 08/15 was overheating too fast and set the new overheat threshold to 67 bullets
  • Xbox One: Fixed an issue where the MG 08/15 was overheating too fast and set the new overheat threshold to 67 bullets
 

M1903 EXPERIMENTAL:

  • Reduced rate of fire from 450 to 360
  • Increased close range damage, allowing it to kill a healthy soldier with 4 hits within 16 meters
  • Self-Loading Rifles and Pieper M1893:
  • Made recoil decrease smoother
  • Most recoil values were tweaked, but are not comparable to previous releases
  • Updated the way the CONTROL value is calculated to better represent the amount of recoil that players have to compensate for
  • Self-Loading Rifles
  • Fixed an issue where spread would reset too quickly after firing
  • Reduced base spread increase per shot of self-loading rifles from 0.25 to 0.2
  • Decreased base spread decrease per second from 3.75 to 3
  • Decreased the spread increase per shot bonus in ADS that Marksman, Sniper and Optical versions get to maintain the old effective spread increase per shot values of 0.125
  • Added a small bonus to spread decrease per second for Marksman, Sniper and Optical versions
  • Reduced the number of magazines carried by the M97 Trench Gun by 1
 

LMGS

  • Increased moving hip fire dispersion by 0.25 degrees
  • Fixed incorrect CONTROL values for Low Weight LMGs
 

MADSEN MG

  • Reduced first shot recoil multiplier from 1.9 to 1.8
  • Reduced horizontal recoil from 0.6 to 0.55
 

MP18

  • Reduced vertical recoil from 0.38 to 0.35
  • Reduced Experimental third shot recoil multiplier from 1.8 to 1.5
  • Doubled Experimental spread decrease per second in ADS
 

AUTOMATICO M1918:

  • Reduced vertical recoil from 0.44 to 0.40
  • Increased horizontal recoil from 0.8 to 1.2
  • Increased Trench and Storm first shot recoil multiplier from 2.65 to 2.8
  • Decreased Factory first shot recoil multiplier from 2.65 to 2.33
  • Increased Factory recoil decrease from 12 to 16
  • Increased Frommer Stop Auto horizontal recoil from 1.0 to 1.2
 

HELLRIEGEL 1915:

  • Increased 1915 horizontal recoil from 0.8 to 0.95
  • Overheating now cancels ADS
  • Increased moving hip fire dispersion by 0.25 degrees
 

GRENADES:

  • Increased Impact grenade minimum time before explosion from 0.7 to 1.0 seconds
  • Increased Incendiary grenade minimum time before explosion from 0.67 to 1.3 seconds
  • Increased Mini Grenade damage from 65 to 72
  • Decreased inner blast radius Light AT Grenades from 2.0 to 1.5
  • Decreased inner blast radius Assault AT Grenades to 1.5 from 2.0
  • Reduced Tripwire INC ammo from 2 to 1 to better account for its high damage and AOE
 

CROSSBOW:

  • The crossbow launcher now regenerates all its ammo even when not reloaded
  • Increased auto replenish time from 15 to 25 seconds
  • K bullets now resupply in 2 s rather than 5
  • Reduced suppression by friendly gas and prevented coughing at low levels of gas suppression
 

GAME IMPROVEMENTS

VEHICLES

AA CANNONS:

  • Removed blast and impact impulse to prevent them from pushing and rotating planes
  • Reduced impact damage to planes by 50% for fighters and attack planes and by 40% for bombers
  • Fixed an issue where players could get the crosshairs back after pressing E while zooming in a vehicle in Hardcore
  • The bomber will no longer destroy certain structures when crashing in to them
  • Fixed an issue with certain vehicle gunner seats where the ADS stopped working once the weapon has been overheated.
  • Fixed an issue where the UI did not update correctly when using certain gunner seats in the Heavy Tank
  • Fixed an issue where the Armored Car turret accuracy was off, it’s now aligned with the cross hair
 

A7V

  • Reduced A7V flamethrower range from 44 to 24 meters to better match the VFX
  • Reduced A7V flamethrower speed inheritance and velocity and increased time to live for more predictable behavior
 

GAME IMPROVEMENTS

USER INTERFACE

EMBLEM REPORTING

In addition to the End of Round scoreboard, reporting emblems is now possible to do from the in-game scoreboard as well.

 

NOTIFICATIONS

The previous mid screen popup notification system has been replaced with a new notification system showing notifications in the upper left corner of the screen instead. This improvement has also solved a number of popup related issues.

 

UI IMPROVEMENTS

Rental servers:

  • Added Behemoths and Full Magazine settings for use with Custom games
  • Improved the kick reason when banning players
  • Improved the Kick and Ban flows from the in-game admin

Improved error message when losing network connectivity under certain conditions

Rank icon for Hero Class is now displayed on the Weapons & Gadgets screen

Server browser limit of how many servers to show has been increased

Medals that are not taken are now shown as dimmed

Time in Vehicles is now rounded to full minutes for vehicle stats

Adjusted position of carousel arrow buttons on home to be less on top of the cards

Class Rank progression is now shown on End of Round screen

Speed-ups and streamlining of Battlepacks opening sequence

PC: Various mouse UI focus improvements

 

UI BUG FIXES

  • Fixed bug where the title could hang if losing network connectivity while matchmaking into an Operation
  • Navigating Battlepacks on Loading screen after entering a second time
  • Issue with navigating BF4 assignments from BF1
  • Rare occurrence where a number would be shown instead of game server name in the server browser
  • Utilizing $ in server filters now works correctly
  • Rare crash when watching video in the UI for many hours
  • Favorite star can now be seen when the favorite server is selected in the server browser
  • Fixed hang issue when loosing connectivity on "Get Battlepacks" screen
  • Battlepacks shortcut now updates correctly on home screen
  • Removed incorrect progress bars from vehicle stats
  • Disabled order part of commo rose in Team Death Match
  • Fixed text alignment EOR Map voting in the Arabic version of the game
  • Fixed text alignment in the Customize Soldier screen in the Arabic version of the game
  • Fixed several typos present in various Codex descriptions
  • Fixed an issue that caused the player list in the deploy screen not to be selectable as intended
  • Soldier inventory now properly displays on HUD when option is set to always show.
  • Fixed an issue where the Squad XP boost percentage number is shown out of place in the Arabic version of the game
  • Minor text changes to Achievements
  • Fixed an issue where the "Party Join" notification would still be active after the notice would disappear
  • Sidearm skins are now visible in the kill card
  • Fixed an issue where there was overlapping Arabic text on the Medals screen
  • The Grenade Crossbow now has a correct Codex image
  • Players are now rewarded with corresponding Dog Tag for obtaining Service Stars with the Crossbow Launcher
  • PC: The skip button for the Battlepacks unboxing sequence no longer appears twice when using a gamepad
  • PC: Shoulder button indicators no longer appears and disappears when using a gamepad
  • PS4: Fixed bug occurring if purchasing PS Plus while being invited to play
 

GAME IMPROVEMENTS

GENERAL IMPROVEMENTS

RSP

  • Whole Magazine Reload. This setting will discard all remaining bullets in a clip when reloading.
  • The Flare Gun is no longer available when choosing "Melee" only in the server configuration

Reduced the intensity of the fog on Giant's Shadow

Fixed visual issue for the Medic's syringe when used in certain indoor areas

Fixed an issue where the "Corporal" trophy would not unlock when reaching the unlock criteria

Ribbons now correctly award 500XP each

Fixed an issue where the player would not get idle-kicked from the server when being idle

Fixed an issue where the "War Bonds" trophy would not unlock when reaching the unlock criteria

Fixed an issue where new installation of the game and its system files would fail due to missing files.

Fixed an issue where the weapon firing animation becomes erratic when looking up or down.

Fixed an issue where the wrong thumbnail image was being shown in the Map Vote screen for Ballroom Blitz

Fixed an issue where it would rain inside of certain indoor areas on the Giant's Shadow map

Fixed an issue where the Heavy Tank exhaust pipes would not emit smoke when used operated

Fixed an issue where the Torpedo Boat would not leave wreckage after being destroyed

Fixed some clipping issues on the Giants Shadow map

Fixed an issue where players sometimes would be quick matched into a server in the wrong region

Medical Crates no longer explode when destroyed

Fixed an issue where the weapon audio was muffled when spectating a player in first person

Fixed an issue where the gas grenade VFX would not disappear if a soldier is killed by the gas

Fixed an issue where a corrupted flag animation would be visible at the end of round sometimes

Fixed an issue where a flag would appear to be floating in mid-air on Giant's Shadow's C objective.

Fixed an issue where players would get stuck in a weird state if getting killed immediately following a revive

Fixed an issue where players could see through the smoke clouds caused by smoke grenades while playing on low settings

Fixed an issue where the screen would sometimes go dark suddenly after a bayonet charge

You can now melee takedown opponents who are using stationary weapons/gadgets

Players entering vehicles with Gas Mask equipped can now use the zoom in the vehicle gunner seats

Improved messaging for spectators between battalions in Operations.

Fixed an audio syncing issue with the Selbstladler 1906 when in the reload animation

Added camera movement when firing and reload sound for vehicle mounted T-gewehr

Added camera movement when firing for Vehicle HMG

Removed Camera movement when driving on the MarkV

Adjusted fire damage volumes across the level and reduced fire damage at B-Flag on Amiens

 

Source: https://www.battlefield.com/en-gb/news/update-notes/bf1-they-shall-not-pass-update

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BATTLEFIELD 1 PRISE DE TAHURE UPDATE NOTES

Community Manager

 

Welcome to the Prise de Tahure Update – our third monthly update and second additional map release for Battlefield 1 They Shall Not Pass. We’ve also brought out Premium Trials, made some changes to the UI, added features to the Rental Server Program, and added various tweaks and fixes to enhance gameplay. Let’s dive into the details of the Prise de Tahure Update.

Jojje “Indigowd” Dalunde

 

 

PRISE DE TAHURE

Prise de Tahure is our second night map and the final map for Battlefield 1 They Shall Not Pass. French raiders and German stormtroopers clash in an urban trench setting as the nights grow colder in the Champagne-Ardennes region. The frontline trench networks cut right through several villages facing obliteration from the constant skirmishing between German and French troops. This content will be available for Battlefield 1 Premium Pass owners and owners of the They Shall Not Pass expansion pack. Non-Battlefield 1 Premium Pass owners will be able to access the content via Premium Friends or Premium Trials. 

PREMIUM TRIALS

With this update, we’ve introduced Premium Trials. Premium Trials  are timed events that allow non-Battlefield 1 Premium Pass owners to experience the maps of our fully released expansion packs before they buy. Sounds similar to Premium Friends, right? It’s the same feature, but without the need to party up with a Premium Pass owner. Earning XP, spawning in vehicles released in the expansion, and progression/unlocks will be restricted to Premium Pass owners. 

MAPS & MODES

  • Soissons: Adjusted Flag D capture area in Frontlines to improve map balance.
  • Nivelle Nights: Fixed a bug where the Out of Bounds grayscale screen-effect would sometimes fail to enable.
  • Nivelle Nights: Fixed an issue where field kits in sector five in a Rush game could be used before the sector was active.
  • Fort de Vaux: Players should no longer be able to get on top of the fort around the courtyard area.

OTHER FIXES

  • Updated the Map Voting system to exclude the previous map (as well as the current map) from the random selection pool to prevent the possible A-B-A-B map play pattern.
  • Game will now cancel matchmaking whenever backing out of the Operations globe screen. This to prevent a lingering blur state of the globe.
  • Synchronized damage taken effect to the actual shooter networked state. Previously it lead to out of sync effects where the shooter was not yet visible.
  • Fixed a rare client crash that could occur when a player joined late and a player just dropped/picked up a weapon.
  • Fixed a disconnect issue that could occur when loading a map.
  • Implemented a lenient latency setting where players are not penalized for having a higher ping.

PREMIUM

  • Premium Friends - Non-Premium players' score will show score throughout match on all Scoreboards and End-of-Round screens.

RSP

  • Added setting for round time limit multiplier.
  • Added setting for Unlimited Magazines.
  • Countdown no longer stops if players leave between pre-round and game session.
  • Implemented a latency soft lock option where players with a ping higher than 100ms higher get kicked automatically.

UI

  • Fixed issue where the "Player-Created Content" option was grayed-out, unusable, and set to "Hide" after booting the title without a network connection.
  • Fixed the wrong transport driver chase camera caption in the controls UI.
  • The networking issues icons will not show up in Spectator Mode anymore.

Source: https://www.battlefield.com/news/update-notes/prise-de-tahure-update

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