ANAREA Update 0.1.6 (alpha)
ANAREA Battle Royale Patch Notes — September 16, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
ANAREA ALPHA PATCHNOTE 0.1.6
Gameplay
- Decreased falling damages
- Increased M40A1 reset time from 1 second to 1,2
- Decreased M40A1 spawn probability
- Fixed the middle camera position to avoid ghost peek
- Fixed an issue when players couldn't open doors with their cursor hover the glass
- Fixed black color crosshair
- Fixed crosshairs sizes
Map & Lighting
- Updated Main Menu lighting
- Decreased Global Illumination intensity from Medium to High Visual Effects Graphical Settings
- Smoothed the landscape based on slope
- Improved grass, grass seeds, bushes and flowers camera fade range, behavior with new lighting, color grading, brightness and color variation
- Deleted foliages inside Lake Houses interiors
- Decreased Trees leafs Subsurface brightness, so trees aren't so much bright anymore when ShadowQuality is set to low
- Slightly decreased Trees leafs saturation
- Significantly improved culling distance according to objects sizes
- Increased overall ray start offset depth scale of shadows from medium to far distances
- Fixed an issue where players couldn't go to the top floor of the Lake central house
- Fixed new rock collisions from the Lake
- Fixed small town rocks
Sounds
- Wwise integration for all ambient sounds and attenuation properties
- Set relative listener from "CAMERA" to "Character"
- Fixed Ninja Skill sound issue
- Created Occlusion, Obstruction and Diffraction properties on every sound to make it easier to localise it trought walls, floors and long distance
- Lobby Box sounds added
- Wwise:
Integrated all ambiances and reverb boxes on every building on the map
Fixed all RTPC's and Attenuations on AK47, AR15, Beretta686, M4016
Integrated reload AR-15 & Shotguns
Hitmarker sounds integrated
Reworked Audio Weapon Mix
Optimization & Graphical Settings
- Improved Low ShadowQuality and VisualEffects to avoid unconsistent lighting and decrease the quality gap between Low and Medium
- Optimized Medium ShadowQuality by not rendering dynamic shadows and landscape shadows
- Fixed all the shadows not being rendered inside houses and church interiors for Medium and High ShadowQuality
- Significantly decreased the rendering distance of shadows from medium to far distances
- Optimized the new Lake
- Optimized all the Trees material instances
- Last foliages now doesn't cast any dynamic shadows anymore
- Decreased shader complexity / instructions of all grass, foliages and rocks
- Increased SSAO (Screen Space Ambient Occlusion) Quality in Low PostProcessQuality
- Fixed an issue related to medium ShadowQuality disabling volumetric fog
AXC TEAM.