Escape From Tarkov 0.12.11 Update Today (June 30)
Battlestate Games will be deploying patch 0.12.11 for Escape From Tarkov today (June xxx). The update volition bring new tasks, weapon balancing, and fifty-fifty a fresh server wipe.
The latest Escape From Tarkov update will too come with some server downtime. Players will not be able to play until the maintenance has completed and the new patch live. More details on the server downtime can be found below.
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Escape From Tarkov – 0.12.xi Update
The Escape From Tarkov servers will exist taken offline at 10AM MSK, which is Midnight PT and 8AM BST. The server downtime is expected to last for iv hours only may be extended if necessary.
In one case server reanimation has completed, 0.12.xi will be available for download. This patch is expected to bring new weapon balancing, also as a complete histrion reset.
Players can also expect re-worked tasks, new tasks, and changes to XP and the way you lot progress. Scav Karma volition also be starting in Escape From Tarkov patch 0.12.11.
Server Wipe
Every bit mentioned previously, the latest Escape From Tarkov update brings with it a fresh server wipe. If you're new to the game, this might seem strange. But, similar to the Rust server wipe that occurred recently, this happens to proceed players on a level playing field.
It'south worth noting that in the past when Escape From Tarkov servers have been wiped, the game has experienced various connectivity issues. The servers have got a stiff chance of experiencing the aforementioned bug today with the fresh server wipe, so don't be surprised if you run into connectivity issues with the latest patch.
One time the update is live and the 0.12.11 patch downloaded, everyone's progress will be reset.
0.12.11 Patch Notes
The full Escape From Tarkov 0.12.11 Patch Notes accept arrived, check them out beneath:
Added:
- "Factory" expansion.
- New scav boss Tagilla. Killa's blood brother. He'due south chosen "Factory" as a place of his own and actively exercises his past sports and combat experience. When in close combat he may switch to his favorite weapon – a sledgehammer. When someone gets hit past it, the best case scenario would be disorientation and broken bones, but usually information technology will cause inevitable death. The boss can set up ambushes, open suppressive fire, and alienation if needed.
- Offset iteration of weapon malfunctions and technical deteriorating
- Yous can now accept a misfire on almost every gun in the game
- Misfire can be resolved in different ways. Not but via the "Resolve" hotkey (Shift+T past default), just as well past whatsoever bolt related manipulations
- We reworked the technical status of the guns and their deterioration from firing. Certain ammunition and weapon mods will impact the deterioration speed. Nosotros added a new stat in the inspector menu called "Immovability burn" which will show that.
- Different ammo now has increased or decreased chances of misfires.
- Technical status of weapon influences on base accuracy, offset of the center indicate of impact and general misfire risk.
- We too addedNVIDIA Reflexback up. And decreased ingame input lag.
- Fence reputation. Existence the representation ofScav karma. Now players can lose reputation by killing not-hostile scavs and gain it by helping scavs and scav bosses to impale their enemy. You tin can also proceeds Fence reputation past using "a friendly scav" exfil or by using motorcar exfil.
What Contend reputation level will affect:- Thespian-scav cooldown, scavbox "craft" fourth dimension, amount of exfils for the player-scav, auto excerpt fee, role player-scav kit, and the prices when selling items to Fence.
- The higher Fence reputation is – the more oft AI-scavs will agree to help role player-scav and respond to his commands (Follow, agree position). With very low reputation AI scavs volition attack player-scav. With very high levels of reputation AI-scavs will help by attacking thespian-scavs' enemies, and bosses volition exist considered allies.
- Players volition be able to purchase uninsured items lost past other players by reaching Contend's max loyalty level.
- Sorting table – additional expandable infinite, which will be of a neat assist when organizing the stash.
- Sorting table is non supposed to exist used for storage, but just as a temporary buffer zone. It will be available only when out of raid and it has no size limitations.
- You will be able to open the sorting table by clicking the icon in the bottom of the stash.
- Y'all can quickly put items on the sorting table past pressing Shift + left mouse click hotkey combination. This hotkey will work only when the sorting table is opened.
- Full rework of in-game ballistics parameters for objects on all locations (penetration chances, bullet departure and fragmentation).
- New equipment, several body armor vests, chest rigs, backpacks and other items.
- New weapons.
- New quests.
- New castling items.
- New PMC face up customization options.
- New weapon mods.
- Ability to written report a suspicious histrion in the flea marketplace.
- Special player status "Streamer". It will hide various user information from the game customer. You tin activate this status on the master page of the game settings.This setting will be bachelor simply past personal requests. More details on how you can submit a asking will be given later.
- Out of raid vocalization commands settings.
- "Top-upwards" option of the context menu. This option will allow you to fill up the stack of items by items of the same kind.This option will non mix items with FIR(Found in raid) status with non FIR items.
- New master menu background.
- New skill "Weapon maintenance".
- New skill "Troubleshooting".
- TAA anti-aliasing at weapon presets menu.
- First iteration of the EN localization rework.
- Maximum level of grapheme changed to 79.
Inverse:
- Optics rework.
- The aiming camera will at present ever be at an equal distance from the weapon. The altitude does not depend on the sight installed and the style it is mounted on the gun: on the receiver, on the handguard, etc. The change affects mechanical and collimator sights. Including those used in hybrid sights.
- Added a limit on the number of items put on the flea market in one lot. At present the size of the pack of items in the lot can not exceed the size of the stash.
- The flea marketplace is now accessible on level 20.
- The Kappa quest is now more than difficult to consummate.
- Several quest rewards accept inverse (some accept been improved).
- Changed and rebalanced spawn chances for about of the items.
- Rebalanced weapon mods in terms of fighting the "meta" presets.
- Rebalanced the availability of top-tier ammunition and gear.
- Reduced the "Strength" skill bonuses for motility speed.
- Increased the levelling speed of "Magazine drills" skill.
- Redone the lightning of the game interface objects.
- Updated the ingame map for "Forest".
Fixed:
- In some cases players wouldn't spawn even after successful matching and would get back to the main menu.
- Totally silent movement of Shturman and his guards.
- The player hung on a bare screen subsequently pressing the "Back" button on the treatment screen after a raid.
- The progress of the "Crafting" skill diverged between the client and the backend after product was completed.
- Inventory and animation of the player's hands hung when the player tried to motion a cartridge from the chamber of the weapon in his hands to a full stack of ammunition.
- The deviation in the actions of the character when switching between pressing and holding the keys. Stiff and weak grenade throws at present work the same way: held down by the key, thrown by releasing the key, and this does not depend on the aiming primal settings.
- Mods locked backside a quest did not unlock on the buy screen for presets fifty-fifty afterward completing the quest.
- The consumption charge per unit of the air filter was higher than supposed to.
- At the moment of the weapon assembly in the presets menu – the separate weapon modernistic would exist applied to the gun even if the gun already had such modernistic on it.
- The product timer in the hideout, which has been cropped visually.
- The library did non speed up the "Crafting" and "Hideout management" skills.
- Bolt-grab animations used to exist replaced with charging handle loading ones.
- Hits on the aventail worsened the condition of the helmet itself, not the condition of the aventail.
- Saiga 12 and PP-ix Klin stocks would get folded together with a quick driblet of the backpack.
- Inventory and animation of the player's hands hung if the player simultaneously opened the door with a key and threw a grenade.
- The transfer screen from scav layered onto the main menu screen after restarting the game on the transfer screen.
- The thespian could not go sideways through the doorway.
- Filters for food and medicine that did not piece of work in the player's stash.
- Quest "The Punisher. Part 4." which could be done without the scav vest.
- "Force", "Endurance", and "Covert motility" progress was not properly counted during the raid.
- Weapon mastering progress was not properly counted during the raid.
- Graphic symbol's empty manus blitheness at a distance.
- The player with empty hands could non driblet the backpack.
- Wrong sensitivity on the mechanical sight on the ACOG.
- The remaining generator runtime counter was not synchronized between the fuel canisters and the generator itself.
- The observer was not able to meet the grenade in the dropped backpack if the histrion put it in the backpack right out of his hands.
- The observer did not see the grenade that the player put on the ground right out of his hands.
- The sorting of lots by time of removal on the flea market did not work.
- The reticle on the MRS sight was placed below the alignment on the Vector and UMP.
- Jiff sounds were not played if the thespian used up stamina with the Kiver visor down.
- Player would become to crouch position when trying to hibernate quest items from prone position.
- Changing the "Shadow visibility" setting was not applied during the raid.
- Hanging blitheness of the players' easily later on reconnecting to the server at the moment of throwing a grenade.
- The "Apply" button on the handling screen later a raid was agile even when no handling type was selected.
- Role player wouldn't go out of ADS fashion when bedchamber-loading the gun.
- Medkits that removed the negative event from a non-priority limb and left the priority limb untreated.
- Hands freeze when reloading some weapons via the context bill of fare.
- Fee for putting a cultist pocketknife with an incomplete toxicant supply to the flea market.
- Discrete shadow movement from distant objects on high settings.
- Ability to load weapons with unexamined ammunition.
- The edit pocket map marking window did non close after loading into the raid.
- Lamps did not pause for other players if y'all pause it with a melee weapon.
- Unable to fill up items by drag and drop when purchasing from a trader.
- Game freeze when equipping an detail from the letter during the transfer of items through the "become everything" button.
- The aiming magnification is not switched when re-installing the optical sight with the boosted reflex sight.
- Change of the character position icon when you open up the inventory while prone.
- Correcting the effects of light sources (flicker, glare).
- Sharp alter of the weapon model in the hands of a character when switching to another weapon.
- Inaccessibility of loot on the shelf, in the red room.
- Various sound fixes.
- Fixes for various problems related to the utilize of weapons and equipment.
- Fixes for various errors in trade and merchant services.
- Minor fixes to character stats.
- Fixes for various issues and exploits on locations.
- Fixes for some audio bug.
- Some graphics fixes and improvements.
- Some server problems fixes.
- Fixes for some backend issues.
- Fixes for some game interface elements.
- Some issues fixes in localization.
- Fixes for some bugs in offline raids.
Optimization:
- Physics optimization.
- Diverse graphics optimizations.
- Various server optimizations.
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