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Guru3D.com » News » Battlefield 1 - Prise de Tahure Update

Battlefield 1 - Prise de Tahure Update

by Hilbert Hagedoorn on: 07/21/2017 08:46 AM | source: | 8 comment(s)
Battlefield 1 - Prise de Tahure Update

Electronic Arts and DICE have released the Prise de Tahure update for Battlefield 1, and revealed its full release notes. According to the changelog, this update introduces Premium Trials, brings some changes to the UI, adds features to the Rental Server Program, and adds various tweaks and fixes to enhance gameplay.


Welcome to the Prise de Tahure Update – our third monthly update and second additional map release for Battlefield 1 They Shall Not Pass. We’ve also brought out Premium Trials, made some changes to the UI, added features to the Rental Server Program, and added various tweaks and fixes to enhance gameplay. Let’s dive into the details of the Prise de Tahure Update.

Jojje “Indigowd” Dalunde

MAPS & MODES

Soissons: Adjusted Flag D capture area in Frontlines to improve map balance.
Nivelle Nights: Fixed a bug where the Out of Bounds grayscale screen-effect would sometimes fail to enable.
Nivelle Nights: Fixed an issue where field kits in sector five in a Rush game could be used before the sector was active.
Fort de Vaux: Players should no longer be able to get on top of the fort around the courtyard area.

OTHER FIXES

Updated the Map Voting system to exclude the previous map (as well as the current map) from the random selection pool to prevent the possible A-B-A-B map play pattern.
Game will now cancel matchmaking whenever backing out of the Operations globe screen. This to prevent a lingering blur state of the globe.
Synchronized damage taken effect to the actual shooter networked state. Previously it lead to out of sync effects where the shooter was not yet visible.
Fixed a rare client crash that could occur when a player joined late and a player just dropped/picked up a weapon.
Fixed a disconnect issue that could occur when loading a map.

PREMIUM

Premium Friends – Non-Premium players’ score will now show 0 throughout the match on all Scoreboards and End-of-Round screens.

RSP

Added new setting to allow for limited number of specific kits.
Added setting for round time limit multiplier.
Added setting for Unlimited Magazines.
Countdown stops if players drop: Lowered the required player count for countdown to start game round to the minimum number of players required to finish a game if preround is enabled. The player count is unchanged if preround is disabled.
Implemented a latency soft lock option where players with a ping higher than 100ms higher get kicked automatically.

UI

Fixed issue where the "Player-Created Content" option was grayed-out, unusable, and set to "Hide" after booting the title without a network connection.
Fixed the wrong transport driver chase camera caption in the controls UI.
The networking issues icons will not show up in Spectator Mode anymore



Battlefield 1 - Prise de Tahure Update Battlefield 1 - Prise de Tahure Update




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Aura89
Senior Member



Posts: 8361
Joined: 2008-07-31

#5454403 Posted on: 07/21/2017 08:43 PM
It's a different type of gameplay, in some ways it's better as results come more from skill and tact than having high fire rate, high accuracy weapons.


^ This.

The Laughing Ma
Senior Member



Posts: 4631
Joined: 2008-04-12

#5454415 Posted on: 07/21/2017 09:40 PM
I stopped playing BF1 about 3 months after launch. It gets old really quick with the low-tech weapons imo.


Yup same here, the gameplay just couldn't capture me, once I had gotten all the unlocks unlocked (which was shockingly quick) I rapidly got bored. Unlocks don't usually drive me to keep playing, BF2 and BF BC2 kept me playing long after I had unlocked everything but I was always hoping that I would finally unlock something that would suit my gameplay style and it never seemed to happen.

buhehe
Senior Member



Posts: 283
Joined: 2016-07-25

#5454462 Posted on: 07/22/2017 02:06 AM
They have the most incompetent QA team in the world.


I wouldn't be so quick to blame QA... most of the time they do their jobs, it's just that devs won't fix most bugs because time constraints (>> management)

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