This release includes many improvements in the connectivity, reliability, game difficulty, and overall “feel” of Six Days in response to requests from our community:
- POINT-SHOOTING: We’ve added another crosshair option for players who preferred our previous Point Shooting system. A single “dot” can be selected in the game settings, offering players more flexibility for how they engage in combat. Please note that the latest Point Shooting system is still active, and fire will continue to be less accurate at longer ranges and more accurate in CQB (even with the “dot” active). We’re still looking into ways of making AOS (aim-over-sight) more viable for players who prefer having the crosshair disabled.
- INTERACTIONS: Our interaction system has been reworked. Now, players no longer stand directly in fatal funnels in order to perform interactions. These can now be performed from a wider angle, are more reliable in focus areas, and can even be cancelled for a brief window of time. Giving players more control over exactly how they breach into interiors, for example, is just one of the many improvements to interactions we have planned for Six Days.
- GAME DIFFICULTY: Finally, game difficulty has received a major balancing pass. Based on player reports, we’ve identified and addressed a series of bugs that “broke” game difficulty. This resulted in a series of unintended difficulty spikes during gameplay and created a frustrating experience for new and veteran players alike. Just like real-life, Six Days is still very much balanced for a full fireteam, so solo play will still be realistically challenging. But now, we hope players will find difficulty a little more manageable. Of course, we’ll continue to iterate on this with the community as we continue development.
NOTE: We initially planned to include Dedicated Server testing and Incremental Matchmaking in this release, but we’ve identified some bugs. We plan to hot-patch these into the game as these issues are resolved, in the coming weeks.
UPDATE NOTES
INTERACTION SYSTEM IMPROVEMENTS
- Improved interact prompts
- Added brief window for animation cancelling
- Press “Backward” to abort interact
- Added ability to interact even while standing to the side of fatal funnels
- Increased angle in which interacts operate
- More registration consistency
- Interact visibility more reliable in focus area
- Increased camera panning during bandaging and BIED interacts
- Improved camera positioning when interacts end
- Improved camera smoothing during interactions
- Added brief window for animation cancelling
- New animations
- Resupply from AAV
- Clearing weapon caches
GAME DIFFICULTY IMPROVEMENTS
- We opened the hood and dug deep into the game’s innards to fix issues that were causing the game’s difficulty to be un-intentionally spikey. While the game is still intentionally challenging, it should also seem fairer.
WEAPON & SHOOTING IMPROVEMENTS
- Added incremental “gun-up” state with collision
- Occurs after short-stock limit reached
- Improved weapon “feel”
- Added minor “weapon” recoil to all player weapons
- Synced ADS blend times to magnification rate for all player weapons
MOVEMENT IMPROVEMENTS
- Sprint no longer requires a double-tap
- Hold down the “Sprint/Run” key to ramp naturally to sprint speed
EMERGENT OBJECTIVE IMPROVEMENTS
- New “Onslaught” Emergent Objective
- Enemy AI “Whistleblowers” trigger waves of enemies spawning at random intervals
- Communicated to players with VO and FRAGO updates
- Mortars
- Added “mortar zones” to communicate areas covered by mortar fire
- Craters
- Unexploded mortar shells
- Added “mortar zones” to communicate areas covered by mortar fire
- Armory
- Added RPG insurgents to rooftops
- Roadside Bomb
- No longer exclusive to Objective Virginia
- Also populate in stationary VBIEDs
IMPACT VFX IMPROVEMENTS
- Bullet impacts
- Increased visibility
- Impact holes now visible on both sides of objects when projectiles penetrate surfaces
- Increased intensity
- Increased visibility
GAMEPLAY IMPROVEMENTS
- Added crosshair options in Gameplay Settings
- Crosshair Visibility
- Single “Dot”
- Crosshair Visibility
AUDIO IMPROVEMENTS
- Added “Sound Quality” setting options
- Performance—designed for machines that meet the minimum system requirements
- Higher audio latency and lower number of active sounds (gives slower CPUs more time to process audio data)
- Balanced—designed for machines that meet the recommended system requirements
- Cinematic—designed for more powerful CPUs
- Lower audio latency and higher number of active sounds
- Scales audio performance to allow for less latency and higher number of sounds
- Provides Performance option for slower machines
- Note that changing this setting requires a game restart to take effect
- Performance—designed for machines that meet the minimum system requirements
- Increased sensitivity of “walkie” icon in multiplayer lobbies
- Updated sniper rifle audio
- Decreased hearing loss muffling in Sandstorms
- Limited Tinnitus to instances of hearing loss effect (cannot be triggered by getting shot)
LOCALIZATION
- Full pass on Korean localization for improved clarity (especially for military jargon)
BUG FIXES
- Fixed an issue in which planting C4 suspended explosive in air
- Fixed an issue in which invisible C4 persisted after canceling initial interact
- Fixed an issue in which cancelling C4 animation not smooth
- Fixed an issue in which players stuck in animation after throwing grenade
- Fixed an issue in which bolt catch animation played after ammo check
- Fixed an issue in which VBIEDs got stuck
- Fixed an issue in which VBIED drivers couldn’t be killed
- Fixed an issue in which transition to and from ADS was abrupt
- Fixed an issue in which transition to and from ADS was offset
- Fixed an issue in which loading screen quotes not displaying properly
- Fixed an issue in which broken door glass not displaying properly
- Fixed an issue in which weapon caches not populating properly
- Fixed an issue in which weapons not functioning properly when in proximity to AAV
- Fixed an issue in which friendly fire not functioning properly
- Fixed an issue in which incoming damage to enemy AI not functioning properly
- Fixed an issue in which Marines invisible during intro cutscenes
- Fixed an issue in which a portion of player model disappeared while performing wall climbs
- Fixed an issue in which character proportions not functioning properly in Apartments
- Fixed an issue in which M1 Abrams not tracking properly in Objective Virginia
- Fixed an issue in which black screen persisted in Objective Virginia
- Fixed an issue in which weapon fire distorted during firefights
- Fixed an issue in which mortars eliminated one another if in close proximity
- Fixed an issue in which mortars couldn’t target northern convoy on Phase Line Henry
- Fixed an issue in which players loaded exclusively into Phase Line Henry
- Fixed an issue in which players couldn’t breach with grenades equipped
- Fixed an issue in which players couldn’t reload after being bandaged
- Fixed an issue in which unstuck not functioning properly for clients
- Fixed an issue in which combat dialogue missing for clients
- Fixed an issue in which audio missing while breaching with grenades equipped
- Fixed an issue in which wrong controller input detected
- Fixed an issue in which environmental pictures were overlapping
- Various fixes for HUD scaling issues in non-16x9 aspect ratios
- Various fixes for interact prompts persisting
- Various fixes for interact prompts missing
- Various fixes for subtitles persisting
- Various fixes for subtitles missing
- Various fixes for voice lines not playing
- Various AI behavior fixes
- Various fixes for AI getting stuck in environment
- Various fixes for players getting blocked in environment
- Various fixes for players spinning after interact
- Various fixes for players teleporting through environment
- Various environmental texture improvements
- Various audio performance improvements
- Various performance optimizations
- Various fixes for common crashes
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