v.1.7.1 - Update Highlights

Project Reality announcements and development highlights.
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Mats391
PR:BF2 Lead Developer
Posts: 7636
Joined: 2010-08-06 18:06

v.1.7.1 - Update Highlights

Post by Mats391 »

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Welcome to the first update for 1.7. With this update we introduce two new maps, some quality of life interface updates and changes to the mechanics of some of our deployable emplacements.

Ascheberg & Korbach Offensive
These two new 4x4 km maps by [R-DEV]Ason bring more West German locations to the modern battlefield. Both feature a Russian invasion that gets defended by Germany and other NATO armies.
Ascheberg features vast farm lands of the beautiful Münsterland that offer a high view distance. Despite the maps name the landscape is naturally flat and gets broken up by small settlements and dense forests.
With the Korbach Offensive the fields around Kassel once again become a venue for a war. Based on the WW2 map you can now bring modern equipment to the trenches.

Deployable Emplacement changes

With this update we want to increase the requirement of supply lines and as such emplacements will now spawn without any ammo inside. After the emplacement is built, it first needs to be rearmed using ammobags before being able to use them. Further we adjusted the amount of ammo per emplacement as well as the amount rearmed per ammobag. This increases the amount of supplies required to operate certain weapons by a lot. Insurgent factions may not have the capabilities to keep up with the increased demand and to compensate for this, Hideouts now slowly generate supply points that can be used to rearm (cannot request kits). This simulates a tunnel network between Hideouts and the main base that gets used to move supplies around the battlefield.
Lastly, we introduce a new firemission orientated mechanic to mortars. The mortars will be able to shoot a firemission of up to five shells in quick succession and then are forced to reload before being able to shoot again.
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Interface updates
We continue our efforts to modernize our in game interface by increasing its quality and making it easier to read. In this update, we focused mainly on the compass and icons for magazine count, firemode, BUIS selector as well as the magazine-checking. All these parts received a black outline to ensure they are readable on every map, even on the brightest snow maps. Additionally, the magazine-checking got moved into the center of screen to be more prominent and easier to discover for new and old players alike.



Furthermore, we also changed how the effects for bleeding on the players and damage look like. Moving away from covering the screen in blood, we now use a black tunnel vision effect that gets worse the more health you lose. The vision of freshly revived players gets heavily reduced this way.



Fixed anti-air issues
We spend a lot of time investigating reported issues around anti-air missiles and their interaction with countermeasures. In this investigation we found out that there are equal amount of complaints regarding anti-air being too strong and anti-air not working at all. As such we concluded there was no issue to begin with and stopped all development towards new anti-air mechanics.


Support Project Reality!

The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
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For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!

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- The Project Reality Team
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Mineral: TIL that Wire-guided missiles actually use wire
ismaelassassin
Chilean Forces 1978 Faction Lead
Posts: 192
Joined: 2017-11-20 18:40

Re: v.1.7.1 - Update Highlights

Post by ismaelassassin »

This is the best update to date. Finally we can start ambushing Logistics convoys and buffing the importance of the rifleman kit! Imagine having all of your squadron having one man per cover ready to make a game-winning attack on undefended trucks! :mrgreen:
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Golden_Pilot
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Joined: 2019-02-26 15:43
Location: Egypt
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Re: v.1.7.1 - Update Highlights

Post by Golden_Pilot »

Awesome work devs!
otom24
Posts: 114
Joined: 2009-06-19 15:24

Re: v.1.7.1 - Update Highlights

Post by otom24 »

Wow, thank you! Awesome.
Can`t wait to play tonight.
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Mdx00
Posts: 62
Joined: 2019-10-02 23:19

Re: v.1.7.1 - Update Highlights

Post by Mdx00 »

Oh BOI this seems to be DOPE
Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: v.1.7.1 - Update Highlights

Post by Tim270 »

up the boys
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Deviro
PR:BF2 QA Tester
Posts: 97
Joined: 2016-09-04 21:46

Re: v.1.7.1 - Update Highlights

Post by Deviro »

You guys are amazing!
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: v.1.7.1 - Update Highlights

Post by UncleSmek »

Nice update!
If you're nerfing deployable assets, please make them more mortar resistant.
shabz47
Posts: 11
Joined: 2012-12-17 02:44

Re: v.1.7.1 - Update Highlights

Post by shabz47 »

I love you Project Reality.

Has Ramiel and other bug-affected maps been fixed?
ObeerBongKenobi
Posts: 54
Joined: 2009-05-06 19:37

Re: v.1.7.1 - Update Highlights

Post by ObeerBongKenobi »

"Lastly, we introduce a new firemission orientated mechanic to mortars. The mortars will be able to shoot a firemission of up to five shells in quick succession and then are forced to reload before being able to shoot again." nice attempt at an April fools day joke. The day you start fucking with the mortars is the day pr dies.
=MeRk= DR.WANKENSTEIN
Chuva_RD
PR:BF2 Contributor
Posts: 300
Joined: 2013-03-30 18:51

Re: v.1.7.1 - Update Highlights

Post by Chuva_RD »

ObeerBongKenobi wrote:The day you start fucking with the mortars is the day pr dies.
The Scientific Research Institute of Mortar Ammunition belonging to the Tactical Shovel Corporation, UK was sanctioned due to crimes against gameplay happening over last 8 years in Dupetsk region.
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Hokunin
Retired PR Developer
Posts: 605
Joined: 2009-11-02 09:23

Re: v.1.7.1 - Update Highlights

Post by Hokunin »

Awesome update! Great work as always
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: v.1.7.1 - Update Highlights

Post by Psyrus »

Love to see it!
D.Arya
Posts: 28
Joined: 2016-09-05 09:45

Re: v.1.7.1 - Update Highlights

Post by D.Arya »

Words can't describe how much I love this mod
milosv123344
Posts: 100
Joined: 2012-07-29 13:26

Re: v.1.7.1 - Update Highlights

Post by milosv123344 »

Oh my....you finally removed the blood effect, THANK YOU!
milosv
uzipaz
Posts: 22
Joined: 2014-05-21 16:48

Re: v.1.7.1 - Update Highlights

Post by uzipaz »

"YOU JOINED A SQUAD WHILE DEAD AND THUS CANNOT SPAWN ON YOUR SQUAD RALLY POINT".

I think introducing this change is a bit unnecessary.
jenson
Posts: 14
Joined: 2012-09-13 10:40

Re: v.1.7.1 - Update Highlights

Post by jenson »

Perfect change to the mortars, now we don't need to wait for area attack, not game breaking at all
KianaKaslana
Posts: 74
Joined: 2022-02-15 07:38

Re: v.1.7.1 - Update Highlights

Post by KianaKaslana »

More ture to figure feeling.
The black tunnel effect is awesome!
Just like someone shoot me...
And I'm just about to die. :roll:
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: v.1.7.1 - Update Highlights

Post by AlonTavor »

uzipaz wrote:"YOU JOINED A SQUAD WHILE DEAD AND THUS CANNOT SPAWN ON YOUR SQUAD RALLY POINT".

I think introducing this change is a bit unnecessary.
Previously you could not join squads while dead. So nothing changed.

This doesnt happen if you did not spawn yet.
Nate.
Forum Moderator
Posts: 3018
Joined: 2012-07-09 20:44

Re: v.1.7.1 - Update Highlights

Post by Nate. »

The Forum alert level was changed to "WTF".

https://www.realitymod.com/forum/showthread.php?t=52394
Last edited by Nate. on 2022-04-05 13:49, edited 1 time in total.
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