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Game Update

LEAPing into all these game fixes!


Thank you Mercenaries for waiting for our latest update, there has been a lot of work going into LEAP as we continue to push forward we’re happy to provide some updates based on a lot of your feedback.


Before we LEAP into the update we want to bring up a little event the dev team is taking part in and we would love to extend a hand to all of you, by participating with us! As you know Mod Support has been added to LEAP, this is something the entire team is passionate about and we want to expand just how far we can push LEAP into becoming a ‘build your own FPS’.

On July 5th, we’ll run our internal Game Jam; we’ll split into teams and take the day to create something and by the end of the day reveal our creations. This is where you all come in, we would love to have you all participate by choosing a winner for the game jam by testing out some games. We’ll have a more detailed post this week that will go over more information about the Game Jam but we do hope all of you will come out and try some new games mods!




Some of you may remember IcyDay and Zombie Mod, both of those were developed by our first Game Jam, so we hope to bring in more heat with our second round!


Now for the main event!


The sky is ablaze with the latest updates!


Weapons and Abilities

  • Deadeye vertical recoil reduction: 25->15

  • M7 Tactical: reconfigured for reload rate = fire rate, with some tweaks to keep it around similar balance

  • M7 Tactical rate of fire decrease: 1.0->0.75

  • M7 Tactical reload speed increase: 0.45->0.75

  • M7 Tactical damage per shot decrease: 10->9

  • Burst AR tight-aim spread multiplier decrease: 0.75->0.45

Maps

  • Fixed pre-match spawning issue on Red Rock - Team Annihilation small

  • Fixed gameplay affecting mesh hole in Haze

  • Improved performance and gameplay consistency across Special Operations maps

  • Fixed terrain issue and mesh hole in Cataclysm

Programming

  • Added the Special Operations refill station to the radar

  • Changed Special Operations artifact objective icons

  • Fixed a bug where weapons could ignore their rate of fire if you quick-swapped between them while holding the trigger

  • Fixed a bug where quick-swapping while firing could lock out weapons, making it so players wouldn’t be able to equip the locked weapon again until the next respawn

  • Fixed a bug where players could exploit quick-swapping to leave their weapons out of sync with the server, making it so that they could be instantly reloaded, or having individual reloads (shotgun shells) reload way faster than they should

  • Fixed an issue with out-of-sync reloads, that would leave your weapon with no ammo permanently and failing to reload

  • Fixed a bug where abilities could be exploited to not consume their cooldowns

  • Fixed a bug where players could use their ultimates without starting their cooldowns due to some internal weapon state issue that would leave the ultimates permanently equipped on the server

  • Fixed a few bugs that could lead charged abilities and weapons to fail but still start their cooldowns

  • Fixed a bug where charged abilities that use designation targets (such as the Airstrike and Orbital Laser) could spawn in the origin of the world instead of where the player is aiming at

  • Fixed a few issues with charged abilities and weapons where you could instantly charge them without having to go through their charge rate properly

  • Fixed an exploit with charged weapons that would allow players to fire multiple times within a single charge

  • Fixed a few issues with replicated projectiles that could leave them permanently alive in the world, stuck in geometry, failing to hit-register and running its logic until the end of the match (Sword reflected projectiles, Tech Ops’ Turrets, Special Operations’ AIs)

  • Fixed a bug where reloading a weapon and quickly swapping out of it could lock the weapon, making it so that players can’t swap back to them. This would also force the unequipped weapon’s animations to play in the equipped one.

  • Fixed a bug on the shooting range where you could infinitely reload your weapons and exceed the weapon’s maximum magazine capacity

  • Server validation fixes on several types of actions such as reloads, projectiles being fired and abilities being used

  • Fixed an issue where Wraiths could keep firing their weapons while cloaked without revealing themselves

  • Fixed an issue where the player could cancel the cloak before it was even applied, which would put the ability into cooldown without even firing it in the first place

  • Fixed an issues that would leave some weapons permanently playing their “firing” sound effects for other players

  • Fixed some issues with joining through steam that could place you in a different server than your friend is

  • Fixed an issue where self-inflicted damage could count as an assist on yourself

Misc

  • Improved physics asset hit detection for AI

  • Weapons now instantly reload after the last round is fired without having to play the entire fire rate animation for a more crispier experience

  • Localization support added to some missing interface elements

  • Toggle option added to the Hookshot controls

  • Added more gamepad support for UI Navigation on several screens

  • You’re now able to check the server name or number, displayed on the Leaderboards. Hold tab in-game to toggle the server name displayed in the bottom left

For anyone who would like to join our Discord, I've added a link below for you to join. We're encouraging people who would like to interact with fellow Mercenaries to jump in, the dev team is also in the Discord and can help provide feedback and support. Anyone looking to seed servers or would like to find people to jump into matches with we have a section on the Discord for that. It's not a permanent solution, but as we work to grow the game and push towards bigger and better updates these are ways we can help LEAP grow!



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