November 4th, 2011
So I'm sure you're all aware of the news by now, if not, well, you're going to be in for a surprise: we're back. When we first got to working on it, we became excited. Silverfang and I are back, and are in our prime, fixing bugs and making new features left and right- one of which you may have noticed- the grenade indicator. Grenades are commonplace in first person shooters these days, and we've taken our time to make sure that they're up-to-snuff. In previous iterations, we introduced the matyrdom feature (dying while a grenade is equipped results in dropping the grenade on the ground) and the ability to do damage on impact with them. But now we've thrown something more into the mix: grenade indicators. This should really help you all.
Worried about crashes? Worry no longer. Through playtesting, we've eliminated numerous glitches and bugs that wormed their way into the last patch. We also patched up some performance issues and reduced overall lag.
In addition, we've made the jump height lower, and the fall damage higher, to account for realism. Also, weapons slow you down based on which one you have equipped. Aiming down the sights slows you down even further. Aiming down the sights also grants you a field of vision bonus. On top of that, we now have recoil. Here's something else: we've added a variable materials system that allows impacts to really shine. Everything feels a whole lot different now, because this...this is war.
We have a few more bits of artwork that we haven't shown yet, including a new, unannounced map. We may post a few videos in the coming weeks of our playtests. Stay frosty, cadet. Watch our mod for the most up-to-date information, and visit our forums to chat, and request features.