Alpha 2 Test Update (Dev Log)

The following is an official dev log from the BATTLEGROUNDS website.

Contents
Players,

This week on the dev blog, we want to give you an update about the alpha testing set to take place in November. We initially wanted to start next weekend, but due to some issues with the build, we have had to push the starting date back by a week. We will now be running the tests every weekend, for 4 weeks, starting on the 12th of November and ending on the 4th of December.

We will have servers live in the US and EU, and they will be online for 8 hours each day per region.

Testing Schedule:

EU servers: Saturday & Sunday 5 pm – 1 am CEST (8 hours)

US servers: Saturday & Sunday 4 pm – 12 am PDT (8 hours)

Below you will find our patch notes detailing all the changes & improvements we have made to the game since the last build. We have still a lot of work to complete, but I am excited for you to see the improvements we have made over the last 2 months.

See you in-game,

PLAYERUNKNOWN

World
Composition of north-eastern ocean-side city has changed Added farms and farmlands to areas surrounding several towns (WIP) Added reservoir nearby the inland city Added container yards to north-eastern ocean-side city and eastern coast the small island (WIP) Added factory and prison camp Added military base (WIP) Global lighting was adjusted

Character
Added African American male/female character Added Asian male/female character Added 1 new hairstyle

Weapons
Added 4 melee weapons (tapanga machete, frying pan, crowbar & sickle) Added Molotov cocktail Added crossbow, bolts, and 2 types of crossbow attachments

Gunplay
Modified aiming system New aim logic was applied for scope view Mouse movement in scope view is now smoother Per each weapon’s characteristics, sway following WASD movement and camera rotation were added. For example, since pistols and SMGs are lighter, there is less lag in camera rotation Fixed jittering in scoped view Added post-process effect that blurs areas other than aiming view while aiming or scoping Added gun sway based on player stance and velocity. Sway is greater when walking or standing, and sway decreases when sitting. Sway is minimal in prone Added camera hit reactions (shakes slightly) when receiving damage to show realistic hit reactions. (i.e., receiving damage outside of Blue Zone) Changed bullet spawn mechanic in scoped view. From now on, it won’t be centred on screen but spawned based on gun barrel’s position and tilt angle If camera direction is changed while holding weapon, gun barrel direction will smoothly follow camera with inertia

Items
Three boost items were added (energy drinks, painkillers, adrenalin syringe) When Tommy Gun is dropped at a care package, there is a high probability that a 100 round drum mag is also spawned. Drum mags for the Tommy Gun can only be acquired at care packages Added trench coat Added face mask Added item variation for accessories and skins Added 3 types of Battle Royale clothing sets as rewards

Added Boost System
When Boost Item is used, the blue boost gauge on the right side of HP gauge goes up Character movement speed increases when boost gauge is over 50% and gun aiming accuracy increases when gauge is over 80% Added proximity chat Added push-to-talk Added vehicle refuelling system Added fuel loot items Characters are now able to swim in ocean. Added oxygen gauge If underwater for more than 50 seconds, health will drop drastically Weapons cannot be used underwater WASD for movement, C to dive underwater

Vehicle
Added Sedan Added Speedboat Added destructible tires to all wheeled vehicles

Audio
Added bullet crack/whizz sounds depending on distance from player (close = crack, far = whizz) Added sound propagation for weapons (delay with distance) Added simple indoor reverb and outdoor reflection effects Added sound obstruction – world objects decrease sound volume and pitch, depending on degree of obstruction (WIP) Reworked most gun sounds and their attenuation ranges

UI/UX
Added key binding customization options Grenades can be switched using the 4 key Bandage usage rule was changed When using Bandage twice in a row, you were unable to use second bandage, but from now on, even when first bandage is still in use, second bandage can be applied, resetting bandage casting time Added ability to open doors while moving UI design was updated Added seat information and tire status to vehicle UI element Added mouse sensitivity control and invert option

Outgame
Added character statistics and ranking page Added 2D replay function Added Rewards System After a round, BG points (WIP) are rewarded. BG points can be traded for clothing crates

Performance Tuning
RAM usage was improved. The HIGH graphic quality option now uses under 6GB