PR:BF2 v1.4.8.0 Changelog

The changelogs for recently released Project Reality versions
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

PR:BF2 v1.4.8.0 Changelog

Post by Mineral »

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Another small patch for PR:BF2 but with some big impacts to gameplay which you can read in the Dev Blog here. As well as a first set of fixes to the new beta map Sahel introduced in v1.4.7.0 based on the early feedback (don't forget to give your own here). Enjoy the update!

Want to help us test maps and other content? Sign up as a tester today.

v1.4.8.0 is available now for servers and will soon be available to clients through the automated updater.

PR:BF2 v1.4.8.0 Changelog (2017/April/23)
-----------------------

GENERAL:
  • Fixed first cache taking too long to reveal.
KITS:
  • Updated maximum amount of grenadiers to 8.
VEHICLES:
  • Fixed crash related to T72B.
  • Fixed french trucks being too fast.
WEAPONS:
  • Updated SPG-9 reload time to 10s down from 15s.
  • Updated handheld weapon damage system. (More information here)
LEVELS:
  • General
    • Updated ticket bleed to scale up slower.
  • Battle of Ia Drang
    • CNC: Removed spawn delay on NVA trucks.
  • Bijar Canyon
    • Updated runways to be longer.
  • Burning Sands
    • AAS16: Added slat armor to Scimitar.
    • AAS32: Reduced Scorpion spawn time to 15min and BMP-1 spawn time to 10min.
  • Jabal Al Burj
    • Fixed crash related to the map.
  • Sahel
    • Added base protection.
    • Added more cover.
    • Fixed being unable to exit UAV.
    • Updated France to use woodland camouflage.
    • AAS: Added AAS32 with pre-capped flags for France.
    • INS: Fixed cache being inside dome of death.
  • Sbeneh Outskirts
    • AAS: Fixed MEC starting bleed too early.
Last edited by Mineral on 2017-04-23 15:39, edited 6 times in total.
Barbrady
Posts: 121
Joined: 2013-04-03 12:07

Re: PR:BF2 v1.4.8.0 Changelog

Post by Barbrady »

I have a question, where is it stated that the time to reveal a cache after it spawns has become longer? Can't find infos on that.
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

Re: PR:BF2 v1.4.8.0 Changelog

Post by Mats391 »

Barbrady wrote:I have a question, where is it stated that the time to reveal a cache after it spawns has become longer? Can't find infos on that.
Was bug. Is fixed. Added to changelog.
General:
  • Fixed first cache taking too long to reveal.
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Mineral: TIL that Wire-guided missiles actually use wire
Wicca
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Joined: 2008-01-05 14:53

Re: PR:BF2 v1.4.8.0 Changelog

Post by Wicca »

Good job guys! Loving these small releases to fix things :D keep it up!
Xact Wicca is The Joker. That is all.
Barbrady
Posts: 121
Joined: 2013-04-03 12:07

Re: PR:BF2 v1.4.8.0 Changelog

Post by Barbrady »

Very nice, I thought it was a new feature giving the Insurgents more time. :D
Valeran
Posts: 2
Joined: 2015-11-01 17:51

Re: PR:BF2 v1.4.8.0 Changelog

Post by Valeran »

What about the mumble? it seem to be broken from the latest update people told me, is it going to be fixed now too?

Curious as I've got some more friends who wanna try out this awesome game :D
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: PR:BF2 v1.4.8.0 Changelog

Post by Mineral »

There are no problems with mumble.
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QuickLoad
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Joined: 2014-06-20 20:07

Re: PR:BF2 v1.4.8.0 Changelog

Post by QuickLoad »

"Fixed french trucks being too fast."
i thought this was working as intended
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: PR:BF2 v1.4.8.0 Changelog

Post by AlonTavor »

QuickLoad wrote:"Fixed french trucks being too fast."
i thought this was working as intended
We're not talking about reversing.
Mutqus
Posts: 7
Joined: 2017-04-06 13:48

Re: PR:BF2 v1.4.8.0 Changelog

Post by Mutqus »

Mineral is there ever going to be a optimization patch for low end pc's
Gabi_A
Posts: 28
Joined: 2009-10-02 15:55

Re: PR:BF2 v1.4.8.0 Changelog

Post by Gabi_A »

I love this kind of little updates. It means there is a great team in the shadow. Thanks dev´s.
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Kavelenko
Posts: 29
Joined: 2015-06-28 03:20

Re: PR:BF2 v1.4.8.0 Changelog

Post by Kavelenko »

Its got some serious bugs. The bots dont die, unlimited ammo, RPG's dont kill armour, cannot lie prone, to name a few.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: PR:BF2 v1.4.8.0 Changelog

Post by AlonTavor »

Kavelenko wrote:Its got some serious bugs. The bots dont die, unlimited ammo, RPG's dont kill armour, cannot lie prone, to name a few.
On what server?
RaNa-Rocxs
Posts: 533
Joined: 2016-06-12 09:51

Re: PR:BF2 v1.4.8.0 Changelog

Post by RaNa-Rocxs »

Very nice work mate keep it up! Updating on our web site to .
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Rezza
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Joined: 2008-04-06 20:53

Re: PR:BF2 v1.4.8.0 Changelog

Post by Rezza »

Thanks for the constant updates!
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sweedensniiperr
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Joined: 2009-09-18 10:27

Re: PR:BF2 v1.4.8.0 Changelog

Post by sweedensniiperr »

'[R-DEV wrote:Mineral;2162228'][*]Updated maximum amount of grenadiers to 8.
Oh boy..!
'[R-DEV wrote:Mineral;2162228'][*]CNC: Removed spawn delay on NVA trucks.
So THAT'S why we won that round of CnC so fast a couple of nights ago.
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AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: PR:BF2 v1.4.8.0 Changelog

Post by AlonTavor »

sweedensniiperr wrote: So THAT'S why we won that round of CnC so fast a couple of nights ago.
Nah its just NA PR LUL
SKS
Posts: 4
Joined: 2017-04-04 09:54

Re: PR:BF2 v1.4.8.0 Changelog

Post by SKS »

The SPG ready time should be set to 10 insted of 15 its just like tripoted RPG and have no electronic configuration like the TOW
Heavy Death
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Joined: 2012-10-21 10:51

Re: PR:BF2 v1.4.8.0 Changelog

Post by Heavy Death »

SKS wrote:The SPG ready time should be set to 10 insted of 15 its just like tripoted RPG and have no electronic configuration like the TOW
It is set to 10 now.

I feel no real difference in the damage from 2 rounds of playing, but good to know there is a better system behind it.

Now for the next trick, set USMC Ironsights faction on Ramiel AAS kk thx bye.
Scubbo
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Joined: 2014-09-06 06:13

Re: PR:BF2 v1.4.8.0 Changelog

Post by Scubbo »

[R-CON]AlonTavor wrote:On what server?
just tested on GDO COOP seems fine Kav?
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