PR:BF2 v1.7.1.0 Changelog

The changelogs for recently released Project Reality versions
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Mats391
PR:BF2 Lead Developer
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Joined: 2010-08-06 18:06

PR:BF2 v1.7.1.0 Changelog

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.

Learn more details on this release here in our highlight.
We hope you will enjoy this release. Let us know what you think and give us your feedback. And if you want to help us test any changes and new content for future releases, sign up as a tester today.

This update can now be downloaded through the PR Launcher. Enjoy!

PR:BF2 v1.7.1.1 Changelog (2022/04/0 8)
-----------------------


Coop:
  • Fixed UAV not working.
Factions:
  • Fixed Spotter STD kit in some Russian subfactions having an incorrect melee weapon.
Menu:
  • Updated bleed effect to start off less harsh.
  • Updated hit effect to show more red.
  • Added hit effect for vehicle taking damage.
Vehicles:
  • Decreased rearm speed of supply-depots.
  • Fixed Starstreak HVM proximity trigger issues.
Weapons:
  • Updated Colt 1911 textures.
  • Updated TT33 textures.
  • Decreased rate of fire of mortars (down to 20RPM from 30RPM).
  • Fixed US WW2 stationary MG having invisible machine gunner.
  • Fixed some grenades and mines having incorrect reload time.
Levels:
  • Ascheberg:
    • Removed visible flag pole.
    • AAS16: Removed heavy assets
  • Korbach Offensive:
    • Added helipads to main bases.
    • AAS64:
      • Removed BMP-2 from town.
      • Removed 2 Russian rally points from town.
      • Increased Russian tank delay to 10 minutes.
      • Fixed missing bleed on last flag.
    • AAS128: Increased brightness.

PR:BF2 v1.7.1.0 Changelog (2022/04/03)
-----------------------
General:
  • Fixed crash when system does not support 800x600 resolution.

COOP:
  • Updated AI to be able to use area attacks. Disabled in SP for balance related reasons.
  • Fixed AI not understanding how to reload M1 Garand.
  • Fixed AI extensively using knifes and grenades instead of the main weapon when playing as WW2 USA.

Gungame:
  • Updated weapon progressions to be randomized at the start of the round. The pool of possible weapons depends on the level and differ between blufor and redfor.
  • Updated knife kills to no longer allow skipping levels.
  • Updated teamwork score to show the number of kills required to progress to the next level.
  • Updated team tickets to reflect the level of the top player on the team.
  • Updated deployable weapons to now be used in deployed mode.
  • Update the number of kills required to progress to depend on the level. The first 15 levels require 2 kills, while the last 5, featuring more exotic weapons, require just one. This means the total number of kills to win is unchanged.
  • Updated multikills to no longer allow skipping levels.
  • Reduced the number of levels to 20.
  • Fixed some kits equipping the wrong item by default. Players should now always spawn with a weapon in hand.
  • Added sound effects for level progression.
  • Added server announcements to show the leading player and the name of the winner.

Menu:
  • Added an information window to the tutorial UI recommending a game restart before creating or joining other servers.
  • Updated sprint bar to be higher quality and show the 50% cut-off.
  • Updated magazine ammo check to be in center of screen.
  • Updated fonts for magazine count and fire selector to be more readable.
  • Updated flag cap bar to show when enemy is neutralizing.
  • Updated flag cap bar to only update every 25% of progress.
  • Updated compass to be higher quality.
  • Updated bleed effects to scale with amount of HP lost.
  • Fixed sprint bar not pulsing when 50% reached.

Factions:
  • Updated Argentian army to use K98ZF instead of SSG-69.

Vehicles:
  • Updated ZSL-92 FCS to adjust barrel instead of sight.
  • Updated UAV to spawn without fuel.
  • Updated Tigr armor to be comparable to normal Humvee.
  • Updated BMP-3 ATGM to shoot up at a small angle.
  • Updated BMP-3 ATGM reload times by increasing them. BMP-3M times increased slightly less.
  • Fixed requesting kits from ZBL-08.
  • Fixed ZIL 131 being destroyed too quickly once upside down or in water.
  • Fixed WW2 planed having ejection seats.
  • Fixed Su-39 engine not being loud enough.
  • Fixed Su-39 POV cameras not working as intended.
  • Fixed Su-25a engine not being loud enough.
  • Fixed Su-25a CCIP not working.
  • Fixed Spike fired from Puma sometimes flying in wrong direction.
  • Fixed P-51D Mustang's elevator having inverted rotation.
  • Fixed Mig-21 camera not switching back to front view.
  • Fixed Chinook HC1 having external cameras enabled.
  • Fixed AAPV7A1 and CV90 disabling coax when damaged.
  • Fixed A-4b camera not switching back to front view.

Weapons:
  • Updated mortars to be able to shoot salvos of up to 5 shells before having to reload.
  • Updated hideouts to slowly generate supplies for rearming.
  • Updated automatic grenade launchers to be less accurate.
  • Updated all deployable emplacements to spawn without ammo.
  • Updated ammo loadout of deployable emplacements:
    • ATGM: 1 ready + 1 stowed - rearms 1 per bag
    • AAx2: 2 ready + 2 stowed - rearms 2 per bag
    • AAx1: 1 ready + 3 stowed - rearms 2 per bag
    • AA MG: 1 ready + 4 stowed - rearms 2 per bag
    • SPG: 1 ready + 2 stowed - rearms 1 per bag
    • MG: 1 ready + 4 stowed - rearms 2 per bag
    • Mortar: 5 ready + 5 stowed - rearms 2 per bag
  • Updated Zu-232 sounds.
  • Updated mortars to remove delay to use.
  • Updated with reduced reload time of deployable ATGM by 5 seconds.
  • Updated with reduced delay to use of deployable ATGM by 5 seconds.
  • Updated with reduced time to shovel deployable ATGM.
  • Fixed watercontainer IED having too big trigger radius.
  • Fixed vietnam grenade traps not rearming.
  • Fixed Opel Blitz Flak 38 gunner not showing HUD elements.
  • Fixed Betty using ninja animations.
  • Fixed Argentinian small supply crate having too few supplies.

Levels:
  • General:
    • Removed Icebound.
    • Added Korbach Offensive (4x4km).
    • Added Ascheberg (4x4km).
  • Adak:
    • COOP128: Updated to use the intended number of tickets.
  • Al Basrah:
    • COOP64: Updated a few spawnpoints to be assigned to a correct flag.
  • Bamyan:
    • COOP 32/64/128: Fixed AI unintendedly using certain spawnpoints.
    • COOP128: Fixed 2 Boraghs being assigned to a wrong team. Updated Foxtrot flag to disable all assigned spawnpoints and vehicle spawners once it is not fully controlled by either team.
  • Bijar Canyons:
    • COOP128: Fixed AI sometimes spawning outside of navmesh in the BLUFOR main base. Added 2 BTR-82AM and a MTP-LB.
  • Black Gold:
    • AAS128/CNC128: Decreased tickets to be in line with other layers.
  • Dovre Winter:
    • COOP64: Fixed blufor using JDAM instead of artillery.
  • Fields of Kassel:
    • Added COOP128.
    • Fixed groundhemi.dds crash.
    • Made changes to the southern town to improve FPS.
    • AAS64: Replaced the two town flags with one large flag.
    • AAS128: Made terrain and buildings slightly brighter.
  • Fools Road:
    • COOP 32/128: Updated spawnpoints.
    • COOP128: Added a warrior and 2 landrovers.
  • Goose Green:
    • Fixed client crash when loading map.
  • Jabal:
    • COOP64: Updated spawnpoints.
  • Kashan Desert:
    • COOP32: Fixed some vehicles and spawnpoints being assigned to wrong flags.
  • Lashkar Valley:
    • COOP64: Updated spawnpoints and capture time of the North Objective flag.
  • Omaha Beach:
    • Fixed client crash when loading map.
  • Operation Ghost Train:
    • Fixed client crash when loading map.
  • Operation Soul Rebel:
    • Fixed a floating tree.
  • Ramiel:
    • Fixed client crash when loading map.
    • Added new loading music by SGT.CHRISTIAN
  • Ras El Masri:
    • INS64: Fixed the bomb car having 27 hours spawn delay.
  • Silent Eagle:
    • COOP64: Fixed AI unintendedly using certain spawnpoints.
  • Test Bootcamp:
    • Fixed loading music by Unicode not working.

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
Last edited by Suchar on 2022-04-08 13:34, edited 4 times in total.
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Mineral: TIL that Wire-guided missiles actually use wire
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: PR:BF2 v1.7.1.0 Changelog

Post by VTRaptor »

First..
Kato Megumi
Posts: 11
Joined: 2022-03-06 07:36

Re: PR:BF2 v1.7.1.0 Changelog

Post by Kato Megumi »

Nooooo icebound is gone
furkansencan
Posts: 1
Joined: 2022-04-03 12:21

Re: PR:BF2 v1.7.1.0 Changelog

Post by furkansencan »

Where is Turkey mode? We want the Turkish Armed Forces to come, please.
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Mdx00
Posts: 62
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Mdx00 »

Nice update DEVS ! 8-)
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Mdx00
Posts: 62
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Mdx00 »

furkansencan wrote:Where is Turkey mode? We want the Turkish Armed Forces to come, please.
If you want Turkish forces you must do it by yourself
Chaziz
Posts: 33
Joined: 2017-09-20 05:03

Re: PR:BF2 v1.7.1.0 Changelog

Post by Chaziz »

I love the fact you worked on the Falklands factions for it's 40th anniversary. Nicely done
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Rhino
Retired PR Developer
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Rhino »

Chaziz wrote:I love the fact you worked on the Falklands factions for it's 40th anniversary. Nicely done
Not sure if joking as only a few bug fixes, but there is a lot more to come there. I would have liked to have everything released by now but r/l has gotten in the way but I still hope we can release a significant new update "Soon (TM)". Worth noting that the conflict didn't really begin until May ;)
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tazer1
Posts: 1
Joined: 2022-04-03 16:27

Re: PR:BF2 v1.7.1.0 Changelog

Post by tazer1 »

Help, crashes at this point of the update, tried 5 times. What to do?
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shabz47
Posts: 11
Joined: 2012-12-17 02:44

Re: PR:BF2 v1.7.1.0 Changelog

Post by shabz47 »

Mats391 wrote: [*]Ras El Masri:
  • INS64: Fixed the bomb car having 27 hours spawn delay.
And i thought the extra 5 mins for spg tech was bad :-P
Smol Shrum
Posts: 55
Joined: 2019-03-11 01:01

Re: PR:BF2 v1.7.1.0 Changelog

Post by Smol Shrum »

New bleeding effect makes in unclear when you took damage. (especially when taking damage in small increments, as from the fire). Additionaly, it gives unfair advantage to people manipulating display gamma settings.

Mortar salvos are incredibly OP. Practical fire rate of mortars was tripled. Mortar team now basically does an area attack every 20 seconds.
Last edited by Smol Shrum on 2022-04-04 00:01, edited 3 times in total.
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Suchar
PR:BF2 Lead Developer
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Suchar »

tazer1 wrote:Help, crashes at this point of the update, tried 5 times. What to do?
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Make sure you have enough space available to install updates.

If you do have enough space, make sure your anti-virus does not prevent the updater from accessing necessary files and directories

If you are unable to fix the issue, create a thread in the support section of the forums. Preferrably you should include updater logs located in:

Code: Select all

%AppData%\Local\Project Reality\Project Reality BF2\UpdateLogs
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Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.7.1.0 Changelog

Post by Grump/Gump.45 »

Mats391 wrote: [*]Fixed watercontainer IED having too big trigger radius.
I found the water container trigger radius to be realistic. When I would explain to people "You don't need to touch it"... I told them, imagine you step on soft soil near the pressure plate, the 2 boards will press together if the soil compacts with pressure from your footsteps even off to the side of pressure plate. Could be even a slab of grass turf called Sod covering it.

This will cause slightly more TK now because that extra extension of less than a meter off the IED made people extra scared of it. The disturbed dirt represents the length of pressure plate board placed. Off to the side is still a viable way to set it off.

It was realistic the way it was. Even in non soft earth. If they tore up asphalt and placed it in the base aggregate of the road then re-tarred over it, mixing in gravel and grit to simulate age on the road with IEDs under it.

Pressure from the surface gravel slabs off the side with a 250 pound geared up soldier will set it off. Please change it back.

IRL cloth wraps the pressure boards to prevent dirt, rocks, tar or other things from getting between the boards making it a dud. Without a safety tar is gently poured over to fill hole then rocks mixed in. For a safety, surgical or clear plastic tubing with dense rope fed through it that goes between the boards that will collapse when you pull the dense rope out which its diameter that prevents setting off the charge. Tubing flush with the ground not protruding. Pull rope safety cord when ground is settled so the tubing collapses when pressure applied.
Last edited by Grump/Gump.45 on 2022-04-04 20:30, edited 1 time in total.
Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.7.1.0 Changelog

Post by Grump/Gump.45 »

Mats391 wrote: [*]Updated bleed effects to scale with amount of HP lost.
Hopefully this new bleeding system, where the screen gets darker will reduce carelessness of players who rush and die.

The black screen is annoying and that is why it will reduce deaths, it became my immediate goal to avoid getting hit at all in Project Reality 1000 times more important.

Love the new maps, I tested out a lot of the trees to get into, thank you DEVs

What would be really nice though, is if dropping down from the regular tree branches caused no damage to our dainty ankles. The Fall height from the easy to get into trees, the lowest kind should cause no damage, then the harder ones with less stable branch platform should cause no more than 2%.

Then while wearing body armor backed by soft armor or trauma pads plus outside gear, falling prone from that height should cause no damage or at most reduce some stamina. Would be nice if there could be a thud when we drop for comedic effect, like when we fall from really tall heights could use that little gear rattle sound that is already there.

Also there is a delay on some weapons from dropping once we hit the ground from a tree. Not when we jump that should stay, but when I drop from trees. With the pistol no noticed delay. It kind of messes up my knife though. Try and test it out.

2 little side notes.

1.) When I watched this Rambo scene over the years of playing Project Reality, I never thought I would get somebody by jumping down on to them from a tree. Thank you for the opportunity, lets expand upon it and let us climb trees with the E button.

2.) Please don't ever change the fact we can pull grenade pins, switch kits which is exactly putting grenade back in the pouch with spoon held down by being wedged in pouch. Its realistic way to booby trap loose enemy kits, so the pins are already pulled in the pouches. People already get banned if they do it to friendly, which is a sick thing to do.

But you never know when some enemy presses 5 on a kit I did it to and the grenade flies out the kit kills themselves. But I have hoped in the past mass TK on enemy was caused at a crate with enemy rifleman kits or others I tampered with.



https://www.youtube.com/watch?v=8qAbehjBGQE&t=133s
Last edited by Grump/Gump.45 on 2022-04-04 11:44, edited 3 times in total.
KianaKaslana
Posts: 74
Joined: 2022-02-15 07:38

Re: PR:BF2 v1.7.1.0 Changelog

Post by KianaKaslana »

Just tell me how those Argentian decided to retire the SSG P1 to EMPLOY a fxxking WW2-era antique...
Last edited by KianaKaslana on 2022-04-18 08:44, edited 3 times in total.
Rhino
Retired PR Developer
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Rhino »

KianaKaslana wrote:Just tell me how did those Argentian decide to retire the SSG P1 to EMPLOY a fxxking WW2-era antique...
The SSGP1 was only used by a couple of SF snipers, a much more commonly issued sniper rifle was the Mauser 1909 with a scope, which is very similar to the Kar98. The Falklands war was full of WW2 antiques, the L42A1 was basically just an upgraded No.4 rifle that had the exact same 3.5x scope used by snipers in WW2, the Bren was just an upgraded/modified version of the WW2 version, the Sterling SMG again was basically the same one used in WW2, the M3 Grease Gun again, used in WW2, the list goes on. The Falklands War was less than 40 years after WW2, modern armies have kit dating back at least that old even today, the British SA80, while heavily upgraded, its base design is almost 40 years old and no sign of that being retired for example.

The SSGP1 is still an alternative sniper kit for the Argies btw ;)
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Mats391
PR:BF2 Lead Developer
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Re: PR:BF2 v1.7.1.0 Changelog

Post by Mats391 »

PR:BF2 v1.7.1.1 Changelog (2022/04/0 8)
-----------------------


Coop:
  • Fixed UAV not working.
Factions:
  • Fixed Spotter STD kit in some Russian subfactions having an incorrect melee weapon.
Menu:
  • Updated bleed effect to start off less harsh.
  • Updated hit effect to show more red.
  • Added hit effect for vehicle taking damage.
Vehicles:
  • Decreased rearm speed of supply-depots.
  • Fixed Starstreak HVM proximity trigger issues.
Weapons:
  • Updated Colt 1911 textures.
  • Updated TT33 textures.
  • Decreased rate of fire of mortars (down to 20RPM from 30RPM).
  • Fixed US WW2 stationary MG having invisible machine gunner.
  • Fixed some grenades and mines having incorrect reload time.
Levels:
  • Ascheberg:
    • Removed visible flag pole.
    • AAS16: Removed heavy assets
  • Korbach Offensive:
    • Added helipads to main bases.
    • AAS64:
      • Removed BMP-2 from town.
      • Removed 2 Russian rally points from town.
      • Increased Russian tank delay to 10 minutes.
      • Fixed missing bleed on last flag.
    • AAS128: Increased brightness.
Last edited by Suchar on 2022-04-08 13:34, edited 1 time in total.
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Mineral: TIL that Wire-guided missiles actually use wire
Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.7.1.0 Changelog

Post by Grump/Gump.45 »

Mats391 wrote: Weapons:
  • Updated mortars to be able to shoot salvos of up to 5 shells before having to reload.
  • Updated hideouts to slowly generate supplies for rearming.
  • Updated automatic grenade launchers to be less accurate.
  • Updated all deployable emplacements to spawn without ammo.
  • Updated ammo loadout of deployable emplacements:
    • ATGM: 1 ready + 1 stowed - rearms 1 per bag
    • AAx2: 2 ready + 2 stowed - rearms 2 per bag
    • AAx1: 1 ready + 3 stowed - rearms 2 per bag
    • AA MG: 1 ready + 4 stowed - rearms 2 per bag
    • SPG: 1 ready + 2 stowed - rearms 1 per bag
    • MG: 1 ready + 4 stowed - rearms 2 per bag
    • Mortar: 5 ready + 5 stowed - rearms 2 per bag
After a few days of playing with this new set up... I realize this is just a personal attack directed at me for the FOBs I built... Yall gotta problem with me just slapping stuff down in a wide spread line ready to shoot right away huh? Which DEVs been under fire from my tactical instruction?

You can't deny my FOBs brought attention to this realism issue of actually having to load the ammo in. "How can we slow down Grump AND make the game more realistic?". Funny thing is it only slowed down the slow people. The ones who dig 6 guys on a FOB, then the TOW, then the AA and they are always bunched up. Instead the right way of 1 guy digging per thing so it gets done all at same time with no risk of getting blown up together by TOW, tank, CAS, mortar shell etc. While the medics grab rifleman kits as secondary just to throw ammo on the 4 assets.

https://www.youtube.com/watch?v=obDvw3CTDVg

Philrow
Posts: 137
Joined: 2012-04-06 20:27

Re: PR:BF2 v1.7.1.0 Changelog

Post by Philrow »

Grump/Gump.45 wrote:After a few days of playing with this new set up... I realize this is just a personal attack directed at me for the FOBs I built... Yall gotta problem with me just slapping stuff down in a wide spread line ready to shoot right away huh? Which DEVs been under fire from my tactical instruction?

You can't deny my FOBs brought attention to this realism issue of actually having to load the ammo in. "How can we slow down Grump AND make the game more realistic?". Funny thing is it only slowed down the slow people. The ones who dig 6 guys on a FOB, then the TOW, then the AA and they are always bunched up. Instead the right way of 1 guy digging per thing so it gets done all at same time with no risk of getting blown up together by TOW, tank, CAS, mortar shell etc. While the medics grab rifleman kits as secondary just to throw ammo on the 4 assets.
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