The following is a meta-article, which explains a concept which usually falls out of one of the wiki's categorizations, yet it's still important to explain something.
Here's the changelog of the different versions released in 2017 for Unreal Tournament 4.
"The new Unreal Tournament update, released today, features the new Flag Run game mode. It also includes a new prototype weapon, the Lightning Rifle, as well as improvements to the Grenade Launcher prototype. UT is now on Unreal Engine 4.15, with all the associated new engine features and improvements. New user flow and training has been improved, and the main menu has also been refreshed. LAN servers can once again be launched from the menu. Quickmatch now uses a scaleable instance system and is no longer tied to hubs.
We’d love to get feedback on our new Flag Run gamemode, which combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. It is still a work in progress and all the playable levels are currently low poly shells. We are excited about its potential and ready to hear from you about it. Flag Run is available as a Quickmatch option, on hubs, or even offline against bots. We’ve also added a training video and tutorial to help get you up to speed quickly. You can give us feedback on the forums, in the Unreal Tournament subreddit, Discord or in the comments below. We’d love to hear from you.
The Lightning Rifle prototype is a long range hitscan weapon with clearly defined advantages and disadvantages; a sniper weapon feared when used at long range but limited at closer range. It has two very different fire modes depending on whether the weapon is zoomed in.
When the weapon is zoomed in it will automatically begin to charge as shown by a meter in the scope. If the weapon is fired before it is fully charged, it releases a low powered beam of lightning at the target which can be fired at a fairly quick rate. However if the player allows the weapon to fully charge before firing, it will release a large beam of lightning which does a significant amount of damage to the first target it hits and then chains to cause some damage any nearby targets in line of sight of the hit target.
When fired from the hip, the rifle will shoot a high speed but low rate of fire projectile which sticks to an enemy and electrocutes them for three ticks of damage over a second. This allows the player make interesting skill shots at medium to close range and defend himself. The Lightning Rifle is currently only available for play using the Weapon Replacement mutator.
We’ve continued to make progress on our Grenade Launcher prototype. The primary fire mode shoots out bouncy grenades that explode on contact or after a short delay. The secondary fire mode fires stick grenades that explode when secondary fire is pressed again. The Grenade Launcher's primary role is a choke point control and suppression tool. Its timed detonation ability also lends itself well to boosting and traversal. In the hands of a skilled user the GL is also an effective close range and prediction weapon.
There have also been a lot of AI improvements, changes and improvements to other weapons, updates to the new community maps, new sounds, and many other updates and bug fixes."
Significant updates to FlagRun game mode and FlagRun levels.
Players don't collide with teammates except if both trying to stop in same location.
Turned off sprinting.
Now always use real Epic account names. Added option for user specified clan name prefix on scoreboard.
Improved interactive scoreboard, now enabled when join before match starts.
Improvements to QuickMatch and Ranked Match flow.
Functionality and balance updates to Lightning Rifle, Rocket Launcher, and other weapons.
Instagib changes requested by the community.
Track kill assists in all team game modes.
Default max players for DM now 8.
Maxplayers 10 for standard CTF ruleset.
Levels[]
FR-Fort
Unified version with door at main entrance (FR-Fort_Door is gone).
Layout changes.
Removed defensive spawn room teleporters.
Fixed incoming alarm firing when rubbing up against the closed door.
Replaced Sniper with LG as default pickup.
FR-Loh
Significant layout changes.
Fixed line up positions.
Added weapon shields for attacker spawns.
Replaced Sniper with LG as default pickup.
FR-Meltdown
Layout updates.
Adjustments to redeemer volumes.
Adjustments to jump pad ledge in tunnel to mitigate player snagging.
Replaced Sniper with LG as default pickup.
DM-Chill
Removed lower playerstart near stinger/armor.
Misc fixes.
Fixed lighting issues present in the Redeemer room.
DM-Underland
Fixed LOD issue with the Douglas Fir asset.
CTF-Lance removed from build.
Weapons[]
Projectiles
All projectiles ignore client side hits on corpses and gibs.
Same team projectiles don't interact with each other ,except friendly Shockballs destroy each other to avoid getting stuck.
Projectiles that shouldn't collide with teammates work properly when the shooter dies while in flight.
Lightning Rifle
Increased base beam damage 35-> 45.
Increased fully charged body shot damage 80->85.
Reduced charge up time to 0.8 sec.
Fixed getting headshot blocked by armor notifications for low damage lightning gun headshots.
Removed knockback bug on primary.
Charged lightning rifle shots use 2 ammo.
Chain lightning only off hits to players.
Added Lightning Rifle stats.
Rocket Launcher
Multi rocket alt-fire has trident spread.
Reduced delay between firing loaded rockets.
Reduce seek lock time for RL from 0.6->0.5 sec.
Increased distance that lock indicator shows up for targets from 3800 to 5000 units.
Now have minimum seek distance below which rockets stop seeking, to make it easier for target to avoid them.
Link Gun
Link gun only links to live players for link pulling.
Link pull does 25 damage, lasts 0.3 seconds instead of 0.4.
Fixed link beam not damaging if fire again immediately after starting pull.
Link beam and link primary can now destroy bio goo.
Grenade Launcher
Fixed sticky grenades blowing up on enemy impact.
Alt Grenade explode time once armed is now 5 seconds.
Sniper Rifle
Slight delay before start zooming in zoom mode so can consistently get min zoom.
Can now headshot sliding players.
Flak Cannon
Flak damage adjustments: shard 14->13.
Flak shell direct hit damage 109->103.
Enforcer
Enforcer reload support: reloads a new clip if out of ammo.
Updated enforcer materials to support weapon skins.
Movement[]
Players don't collide with teammates except if both trying to stop in same location.
Turned off sprinting.
In Game Menu and Interactive Scoreboard[]
Start with in game menu active on join.
Streamlined ready up system. Warm up now implies ready.
Minimap now interactive (mouse over) if in game menu is up.
Adjusted chat bar position on in game menu.
Adjusted scoreboard header to fit without overlap when in game menu is displayed.
Show player options menu when mouseover on interactive scoreboard.
Pressing the console key in the chatbox will bring up the console.
Fade the level music back up when the menu is active.
Removed mute, kick, and send friend request from scoreboard dropdown options for bots.
Fixed including bots in kick vote counts.
Removed switch team before match on alt-fire.
Can change teams while in warm up.
In a team game, don't show the mute state of opposing players when the game is in progress because they are force muted by the server.
Added ELO and XP badges to pre-match line up.
HUD[]
Can no longer change the angle of the quickstats hud.
Fixed cases where win conditions were not shown on HUD.
Fixed impact hammer reticle being off-center by 6px.
HUD/scoreboard color tweaks.
Fixed persistent killfeed during Showdown warm up.
Health number on HUD stays red when low.
Scoreboard and Minimap[]
Now always use real epic account names. Added option for user specified clan name prefix on scoreboard.
Fixed issues with scoreboard title panel text overlap.
Fixed drawing score messages on non-FlagRun scoreboards.
Improved showing own position on minimap.
Improved minimap scaling on scoreboard by scaling map to fit better.
Fixed defender base not showing in FlagRun minimap.
Fixed Scoreboard showing incorrect country flag when the player set a new flag before a match.
Announcements[]
Reduced default spacing between announcements.
Match is starting announcement plays.
Fixed issues with announcements interrupting displayed announcement text.
Added yoink reward message for link pull.
Controls[]
No longer have controls menu bindings for show buy menu, keyboard turn left, and turn right.
Made some control bindings optional so players aren’t required to update them before leaving controls menu.
Got rid of obsolete hold dodge modifier functionality,
Hubs[]
Adjustments to how rules are set up to make them easier for hub admins.
Adjusted min player counts for default rulesets.
Fixed server password prompt not appearing when attempting to enter a password protected server.
Non-party leaders shouldn't be able to start hub matches.
Added checks so if a ruleset is added but has no maps, it will be rejected (with a warning in the logs).
Don't prefill hub matches with bots, only add bots when match starts if not enough players.
Kill instances filled with idlers at end of match.
Default max players for DM now 8.
Maxplayers 10 for standard CTF ruleset.
Hub matches are not rank locked by default.
Fixed text should be "Rank Locked" not "Ranked" in hub match description.
Custom game no longer right justified on create a match main panel.
No default goalscore for custom TDM.
Effects and Rendering[]
New first and third person armor pick up effects.
New first and third person health pick up effects.
Added geometry overlap sphere for improved depth perception of own shockballs in medium and high detail modes.
New Rally Point effects.
Reduced number of ribbon sections created by jump boots trail system.
Updated Link Beam 3rd person to use updated effect (no more dramatically curving beam in 3rd person).
Turned off shadow casting on weapon sigils and wall torches.
16x16 tile in reflection environment for perf gain on high end pc.
Tightened up requirements for some effects spawning for perf optimization.
Damage Numbers[]
Damage numbers now show damage dealt, not modified by health left.
No damage numbers for targets shot in a safe zone.
Outline damage numbers.
Damage number display time proportional to amount of damage.
Slower alpha out for damage numbers.
Adjusted red hue of damage numbers.
Color damage numbers gold if damaging armor.
Include UDamage multiplier in reported damage numbers on HUD.
Sounds[]
Adjusted footstep volume.
New link primary fire sounds.
Removed udamage pick up ambient sound (the sound when it is on the ground, not the sound when held by a player).
Increased redeemer explosion sound range.
New Lightning gun sound effects.
Halved volume of CTF scoreboard score update sound.
Fixed some rally point sound effects not playing from dedicated servers.
Don't play rally broken sound un-attenuated for all defenders.
Editor and Mod Support[]
Added blueprint callable function EnableWeaponSwitching(). Call after calling DissallowWeaponFiring(true) to re-enable weapon switching without enabling weapon firing. Requested functionality for Elimination mod.
Added a gamestate notification when async loading is complete.
Added the ability for gamemodes to specify assets to always load instead of async loading them.
Hold references to objects async loaded to avoid thrashing in network games
Initial camera placement property on UTWorldSettings allows LDs to specify a good camera location for camera before connection process is complete.
PIE implies ?dev=1
FlagRun[]
Increased min time to power up rally point to at least 1 second after FC steps off and back on.
Defender short respawn delay now lasts until 2:30 left in the FlagRun round, down from 3:00.
Attackers always take 5 seconds to respawn unless quick spawn to take advantage of ending rally.
Players don't auto-call for rallies after dying until 45 seconds into the round.
No longer have rally cooldown. Attackers are able to rally once every time a rally point is powered up.
Added failsafe for zeroed gradual flag return positions.
Make sure to never go to free cam when out of lives.
Increased time can keep flag carrier pinged by maintaining visual on him after targeting him.
Added support for pending rally points so current rally point isn't cleared if powered when new rally point starts charging.
Fixed rally charging notification if flag gets picked up on rally point.
Added Ace reward for killing all 5 enemy team members in FlagRun (all dead at once).
Changed "Enemy Rally!" to "Enemy Rally Activated!"
Updated player callouts for FlagRun.
Defenders get directional incoming lines for enemy flag carrier entering base (incoming left, incoming low, etc.).
Different message for defender standing on unpowered rally point.
Make sure rally ended message interrupts "Press E to rally".
For players that join FlagRun match in progress, announce whether attacking or defending.
FlagRun HUD[]
Don't draw erroneous round/role info on FlagRun HUD during warm up.
Show round number and role on FlagRun HUD.
Show round number in FlagRun score message.
Show rallypoint thermometer whenever there is still some charge.
Different thermometer color for RallyPoint when charge is depleting because flag carrier not touching it.
FlagRun Intermission[]
Kill rally cam if at intermission.
Don't try to play end of round instant replay for recently joined player.
Fixed hard to kill highlight detail
Group Taunt prompt shows up for top defender after a defense round win.
Focus on last killer after annihilation or successful defense round.
Show replay after annihilations or successful defense.
Fixed own mesh anim pose getting set to standing at end of round.
Freeze particle effects for intermission shot.
Fixed timer messages playing during instant replays.
Engine[]
VR plugins disabled again because of issues with SteamVR auto launching and using resources.
Hack to workaround bShouldCaptureMouseOnActivate being stuck on true under certain alt+tab timings.
Fixed perf slow down trying to draw player name with special characters in it.
Fixed Mac issues with viewport sizing and mouse capture.
Bots and AI[]
Fixed an issue with building paths near doors and jump pads that caused the AI to think they are smaller than they are.
Fixed bots getting stuck on Enforcer burst fire mode.
Bots inside spawn protection volume with visible enemy stay there and shoot spawn campers.
Bots targeting spawn protected enemies back off until the enemy exits the spawn protection volume.
Added 'viewbot' cheat - cycles through bots.
Fixed AI attempting to use paths that require jumping but through which it cannot fit without crouching.
Check for large pawn sizes when building jump and swim paths.
Possible fix for bot rarely getting stuck on jump pad when hunting enemy.
Fixed bots on defense grouping up too close together during initial assault on some maps in FlagRun.
Added defense points to FR-Heist and rebuilt paths.
AI using jump boots reassess their landing point for air control.
Fixed a bug that caused bots intercepting enemy flag carriers to guard too far ahead of the FC's predicted path, often resulting in them camping the flag base way too early.
Fixed team doors not generating correctly sized paths in some cases.
Give humans priority over bots when both are touching flag simultaneously.
Quickmatch and Ranked Match[]
Made QM search wider for other players.
Fixed quickmatch not being joinable on party join.
Auto bot skill adjust support in quickmatch.
5 minute time limit for ranked duel. Lose faster, win faster, grind faster.
If you cancel out of a quickmatch, return to the main menu.
Take away ranked session countdown until all players are in, clear InactivePlayerArray to avoid giving early quitters penalties.
Award a ranked win if other player quits a duel.
Added DM-Lea to Duel map rotation and ranked playlist.
Added Polaris to Quickmatch CTF list.
Added Underland, Outpost23, Unsaved, Backspace, Salt, and Batrankus to Quickmatch DM list.
Automatic region detection for matchmaking. Only NA and EU valid at this time.
New match start up system unified for hubs and quickmatch. Wait for desired player count to join up to 8 minutes, then start filling in with bots.
Custom matches number of combatants option specifies max players and how many human players to wait for before starting.
Fixed turning off bots and no longer use map optimal counts to set bot fill
Basic Training[]
New CTF tutorial video.
Adjusted bot counts in gamemode training matches.
Store the tutorial mask in both the progression file and profile (for offline play)
Added code to look at the coins collected and if the player has collected all coins assume the tutorial is unlocked.
increased Stinger room size in Weapon Training a little bit.
Fixed tutorial progression not working for players who had already played through training.
Fixed no achievement appearing after completing Movement and Pickup tutorials.
Added a reward teaser to the basic training menu.
Auto bot skill adjust support in training matches.
Achievement toasts for completing FlagRun and Showdown training.
Only require movement tutorial completion to show single player on front page.
Removed collision from the signs in the Tutorial maps.
Added training room for the Grenade Launcher.
Adjustments to weapon bases and entrances to be more visually understandable.
Increased the height of the port-holes in Flak Room.
Added "shoot from here" markers on the ground of the Shock Rifle room.
Adjusted tutorial audio voice over levels.
Improved Jump Boots room in the pick ups training.
Networking[]
Removed cosmetics and taunts from login url, replicate to server using RPC.
Line-ups use replicated properties instead of RPC for setting the clients, to make joining during a line-up more reliable.
Player Card[]
Now have externally generated player card with information presented as web page.
This will allow players to eventually view player cards outside the game.
Character model/etc are pulled from the player's profile if they aren't in the same server space.
Player cards can now be viewed in the hub even if the viewed player is in an instance.
Fix for Player Card not displaying seasonal stats in hubs.
UI[]
Reduced size of top menu bar.
Changed NA and EU to North America and Europe in the menus.
Changed "offline" to "single player" in menus.
Added information about rewards earned in challenge match description.
Made the single player challenges highlight when hovered/selected.
Fixed maximize button.
Made the panel for friends full screen so it can close properly.
Fixed the alignment of the youtube login box.
Removed fragcenter from menus until we can redesign it.
Added a way for games to restrict the context menu on Chromium plugs in since in fullscreen the window switch will cause a minimize.
Force quit player settings when matchmaking dialog comes up so that world travel won't break rendering.
Make message prompt appear when player selects "Find a Match" while logged out.
Misc. Gameplay[]
Track kill assists in all team game modes.
Continued iteration on Flag Invasion PVE mode.
Fixed changing duel spawns at start of match after they had already been rendered on the client.
Limit how often momentum is applied to dead bodies, to address projectiles passing through a ragdoll body.
Fix team balance to pick team with most bots if prematch join
Actors destroyed by server as part of startup now properly propagate into client side demo recording/replays
Instagib[]
No spawn protection.
Respawn delay only 1 second.
Modified spawn selection algorithm.
Reduced volume of instagib fire sound and fixed its attenuation settings.
Parties[]
Display warning dialog if party leaving was due to matchmaking failure.
Close the matchmaking dialog if player leaves the party during a search.
Try to put players on same team as their party when JIP or balancing.
When a non-leader manually exits an instance, remove them from any parties they are in.
"The 0.1.9 Unreal Tournament update, released today, features many improvements to the new Flag Run game mode and the addition of a Coop vs. AI multiplayer mode for Flag Run available via QuickMatch or Hubs. Check out FR-Fort as it is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve also made significant changes to player movement and weapons, including an overhaul of weapon animations. The new Siege PVE mode is now available as a standard mode on Hubs. We’ve also added a number of new Single Player Challenges. We’ve been working on refining the match start process, including streamlining warm up and the rules for when the match begins.
The new Flag Run game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. FR-Fort is in the midst of its transformation from a gameplay shell to a fully meshed level, and FR-Loh has seen substantial layout changes. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Flag Run with your friends in co-op against various skill levels of enemy bots.
Weapon animations are undergoing a substantial overhaul. Most of the weapons now have new positioning, new firing and idle animations, and new animations to support player movement feedback. We’ve also made balance changes to various weapons, most noticeably to the Flak Cannon primary fire which has significantly reduced damage combined with a faster firing rate. There have also been substantial improvements to hitscan registration in network games.
You can now wall run significantly farther that before. We’ve removed the hard deceleration when landing from a dodge, and made other adjustments to player acceleration. The new Siege PVE mode is now available as a standard mode on Hubs. This is an early prototype with lots of placeholder content played on Flag Run levels. Players must work together to hold off the hordes of attacking enemies for 10 minutes.
This update includes a new simple main page UI for joining LAN servers. There have also been a lot of AI improvements, and many other updates and bug fixes. You can check HERE for a detailed change list."
Coop vs AI FlagRun available via QuickMatch or hubs.
Weapon animation overhaul.
Movement updates to wall running, acceleration, and dodge landing.
Weapon balance changes, particularly to Flak Cannon.
New Siege PVE prototype game mode available as hub ruleset.
New and updated Single Player Challenges.
Significant improvements to hitscan registration in network games.
Improvements to FlagRun game mode and significant updates to FR-Fort and FR-Loh.
Improvements to warm up and waiting for matches.
Simple UI for joining LAN games.
Levels[]
FR-Fort
Visual pass in progress
Attacker base layout updated
FR-Loh
Significant layout changes
FR-Meltdown
Layout updates.
Adjustments to redeemer volumes.
Adjustments to jump pad ledge in tunnel to mitigate player snagging.
Replaced Sniper with LG as default pickup.
Chill
Visual updates for performance and visual clarity
Outpost 23
Adjusted exterior post process.
Weapons[]
Fixed early put downs of out of ammo weapons.
Flak Cannon
Primary fire re-balance - faster firing rate (every 0.75 seconds), significantly lower max damage (100).
Increased flak ammo to compensate for lower damage.
Lightning Rifle
Prototype blueprint converted to C++.
Rocket Launcher
Adjusted rocket seeking.
Play low ammo sound when alt loading rockets and running out.
Enforcer
Added support for differently scaling vertical and horizontal components of firing spread. Enforcer spread is now mostly vertical.
Bio Rifle
Fixed bio shot collision offset from mesh if shot point blank.
Grenade Launcher
Fixed attaching sticky grenades to lifts.
Movement[]
Can wall run farther on vertical walls.
Adjusted how we prevent wall dodgers from air controlling back to the same wall.
Reduced player acceleration post initial fast acceleration from 4000->3200.
No longer almost stop player on dodge landing.
Reduced acceleration right after dodge landing.
Lowered default mouse sensitivity to 5. UI uses same sensitivity scale (multiplied by 10) as game.
Adjusted mouse acceleration endpoints.
In Game Menu and Interactive Scoreboard[]
Moved the “Start Match” and “Change Teams” buttons to the bottom center of the interactive scoreboard.
New version of post match summary showing awards and XP progress.
Esc switches to interactive scoreboard when displaying post match summary.
Split kills and deathblows on the Showdown scoreboard.
HUD[]
Outline dropped flag when in view. Don't draw separate flag icon in FlagRun, instead circle around flag/FC.
In world flag beacon overhaul.
Fixed HUD win message scaling.
Adjusted order of rendering for HUD widgets, so can see ammo when zoomed overlay is up.
In FlagRun, Redeemer beacon pulses when player is in the spawn room.
Fixed showing multiple empty slots in a weapon group on weapon bar.
Don't allow weapon bar or hud announcements to be scaled above 100%.
Adjusted weapon bar default opacity settings.
Don't show redeemer on weapon bar when don't have it.
Shrink quick chat bar a bit and don't cover the whole screen in smoke.
Added HUD shake on weapon fire. Removed the XY screenshake from shock and sniper.
Turn off HUD mini quick info by default.
Spectator slide-out no longer shows players that are ineligible for viewing by the local player (e.g. enemy team when spectating because out of lives)
Announcements[]
Generalized ability for local messages to cancel voice announcement client-side when about to play due to changed game conditions.
Hubs[]
Hubs now support custom naming of a game.
Added FlagRun Coop vs AI ruleset.
Siege PVE prototype game now available as hub ruleset.
Removed BigDM and iDM rulesets.
Added RequireFull option for matches to require all players to join before match will start.
Added a "Allow Bots" check box to the match creation screen.
Smoothed out joining matches on a hub.
Matches that are still "launching" are now displayed
You can now join a match that is in the process of launching
Everyone gets the StartMatchWindow if they can't go directly into the game
Fixed players cannot back out of an Instance once the hub lobby has been shut down.
Fixed crash issue for custom matches using lots of mutators.
Fixed the custom setup dialog to be cleaner in terms of presentation
Don't show active matches on the hub list for password protected hubs to prevent various exploits to bypass passwords.
Return to hub, not main menu, if decline custom content loading when trying to enter a hub match.
Only fill DM games with empty slots up with up to 5 bots rather than 8.
Effects and Rendering[]
New prototype health and armor pickups
First person flag pickup effect.
Sheen effect on pickups.
Set fixed bounding boxes on a bunch of particle effects to improve performance.
New materials with customization support for Sniper Rifle, Flak Cannon, Link Gun, and Rocket Launcher.
Sounds[]
Increased amplification of enemy footsteps behind you.
Increased volume of rocket loading sound.
No redeemer low fuel warning sound after shot down or blown up.
Adjusted level music volumes that were inconsistent.
Separate quieter reload sound for instagib rifle.
Made male and female death cues louder (volume 0.75 to 1.0)
Louder flag pick up/returned sounds. Still attenuated, but not ducked because now classed as stingers.
Fixed link gun beam looping sound not playing if start alt-fire during primary cool down.
Changed jumppad sound attenuation settings.
Only use generic footstep sound (temp for testing).
Increased volume of rocket loading and rocket firing sounds.
Mod Support[]
Add NotifyPlayerDefaultsSet so that blueprint game mods know when the inventory has been given out.
Expose config file writing to mods. All goes to Mod.ini, user selected sections and keys.
Better access to UMG based HudWidgets for blueprint.
Added a hud event BeforeFirstFrame which is called directly before the first frame is rendered and only then.
Fixed bug where blueprint referenced objects were cleaned up or not async loaded, which caused a bunch of Elimination crashes.
FlagRun[]
Increased XP awarded for FlagRun games.
Flag carrier is always pinged when he kills an enemy, even if not in target's view at time of shot.
Added early incoming warning support, so can get incoming warnings before enemy FC penetrates inner base.
Adjustments to undefended route notifications.
Give players locker weapons on spawn in FlagRun.
Play incoming warning in warning zones if FC is pinged in zone.
Increased priority of door rally message.
Decreased priority of terminated message.
Cancel speaking some obsolete callouts (get the flag after flag is picked up, and need rally after rally starts).
Repeating alarm while flag held inside defender base.
Sniper call out when teammate is targeted by enemy sniper who also has line of sight to you.
New round highlights added.
Now have end of match highlights for FlagRun.
Challenges[]
Updated gold star challenges to include FlagRun challenges and some of the Chill and Underland challenges, retired some old challenges, and adjusted the higher tier unlock levels.
Animations[]
Weapon animation overhaul (Enforcer, Link Gun, Flak Cannon, Rocket Launcher, Sniper Rifle, Lightning Rifle, and Shock Rifle).
New positioning.
New firing and idle animations.
New animations to support player movement feedback.
Improvements to how direction change anims are triggered with leans on consecutive direction changes and under certain speeds.
Changed rules from stop transition back to moving.
Networking[]
Significant improvements to hitscan registration
Bots and AI[]
Fixed AI incorrectly thinking they are in a spawn protected area in some situations (fixes offense AI issues in FR-Loh).
Improved bot pickup detour handling, especially when near other bots.
Fixed various cases of bots not being aware of enemies picking up certain items.
Fixed a pathing issue on DM-Sand.
Improved bot sniping behavior and added AI logic for lightning rifle.
Improved AI behavior with suppressive weapons (spam at enemy's last seen location even if AI heard them elsewhere).
Fixed bots sometimes crowding the flag carrier at the attacker spawn in flag run.
Fixed bots having wrong focus when on a jump pad if they aren't actively engaged with an enemy.
Fixed rare issue of bots pathing incorrectly to a jump pad on a different floor than they are currently on.
Improved behavior of bots that are charging an enemy and successfully reach them without combat being resolved
Fixed sniper weapons not being flagged as such for the AI.
Bot skill encoded into their ping as 90 - 10*skill.
Fixed bots defending FC in CTF getting indecisive/confused if the enemy flag carrier has been recently detected.
Fixed bot attack/defend assignments when a bot normally on defense happens to pick up the enemy flag.
Fixed missing water navigation in DM-Underland.
Pre-Match and Post-Match[]
Lineups enabled for all game modes.
End of match freeze projectiles and effects in all game modes.
Regular CTF halftime works more like a FlagRun intermission.
Add spectator cameras as fallbacks to the initial loading view system.
Kicking and Banning[]
Improved idle detection implementation.
Reset idle on new player on join so late joining player doesn’t get kicked for idling.
Added a 10 second grace period where players who were not idle at the end of the last match are guaranteed a slot via prelogin.
Kick Vote % is recovered when the PRI rebuilt to keep players from clearing a kick vote in progress by reconnecting.
Fixed admin bans.
Fixed bans and kicks not always getting their message to the client before the client shuts down.
Basic Training[]
Limit upwards skill adjust for basic training bots.
Updated Flag Run Tutorial: added dialog about rallying.
UI[]
Simple UI to join LAN games. Detected LAN matches now show up on main page of UI.
Duck the menu music when web announcement is playing.
Clear out announcements when the menu closes.
Fixed panels not getting cleaned up when menus closed.
Added code to flush the input stack when a movie finishes loading.
Fixed issues with UI losing focus when alt-tabbing in and out of game.
Fixed Social Bing notification updating after sending or accepting friend requests.
Added a tally of stars to the MCPProfile so that the backend can access it for the player card.
Updated matchmaking dialog.
Fix for a crash if viewing a player card offline.
Misc. Gameplay[]
Fixed duel playerstart selection not taking other player choices into account.
Fixed offline challenges filling with extra bots.
Parties[]
Fixed matchmaking dialog not going away for party members if the leader cancels.
Don't quit hub lobby if you hit join party.
Updated same server check for party server transfer to exclude cases when you are a spectator and should get converted to regular player.
Warm Up[]
Reduced Quickmatch max warm up to 2 minutes, Hub match max warmup to 3 minutes.
Warm up lasts only 60 seconds for LAN servers and quickmatch or hub games that have already completed one match.
Quickmatch will start with just 1 human player at end of warmup.
Regular hub matches will start with 2 human players, except for competitive game modes that don't allow join in progress, which require a full complement of players.
Ranked matches also require a full complement of players to start.
No longer have per gamemode/URL controlled MinPlayersToStart property.
Fixed some impact effects not vanishing on transition between rounds and from warmup to game start
Warm up notification on HUD.
Replays[]
Fixed stale announcements playing at the start of a FlagRun instant replay.
Chat support during instant replay.
Added "Instant Replay" to instant replay HUD.
Fixed destroyed level actors not being handled properly for replays when starting from a checkpoint.
"The 0.1.10 Unreal Tournament update was released today. Blitz is the new name for the new game mode we’ve been calling Flag Run. It’s continued to see a lot of improvement. This release also includes the final Grenade Launcher mesh with new animations. There have been a lot of improvements to animation in general, for both first person and third person (other players) animations. We’ve made more movement and weapon balance tweaks, and modified Duel game rules based on competitive community feedback. We’ve been working on refining the match start process, including streamlining warm up and the rules for when the match begins. Check out the new update video for more details on gameplay changes.
The Grenade Launcher is now close to visually final, although the effects are still placeholder. The primary fire mode launches bouncy grenades that explode on contact or after a short delay. The secondary fire mode fires sticky grenades that explode when secondary fire is pressed again. The Grenade Launcher's primary role is a choke point control and suppression tool. Its timed detonation ability also lends itself well to boosting and traversal. In the hands of a skilled user, the GL is also an effective close range and prediction weapon.
The new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Blitz with your friends in co-op against various skill levels of enemy bots.
Weapon and first person movement animations are undergoing a substantial overhaul. Most of the weapons now have new positioning, new firing and idle animations, and new animations to support player movement feedback.
We removed the hard deceleration when landing from a dodge, and improved player animation which should help with tracking other players. We’ve also improved animation support for emotes and feigning death.
We’ve made a number of changes to the 1v1 Duel mode based on competitive community feedback. Overtime now lasts 2 minutes, rather than the match ending immediately on the next frag. There is no longer any spawn protection or powerups in Duel, and weapons now respawn 20 seconds after being picked up.
Hub matches now have host controlled match start enabled by default. With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined. Also, the map vote selection interface is now used after standalone matches as well to make it easy to choose your next map. You can check HERE for a detailed change list."
Visually complete Grenade Launcher with materials and new animations.
First person animation work and new positioning options.
Player animation improvements, including improved taunt and feigning death support.
Blitz is the new name for Flag Run, and we’ve continued iterating on UT’s newest game mode.
Duel rules changes based on competitive community feedback.
Streamlined start up process for hub matches, with host control of match start.
Map Selection between matches is now done with map vote after all matches except ranked matches, including standalone games.
Levels[]
Fort visual work in progress
Meltdown updates
Loh updates and bug fixes
Chill bug fixes
Community map updates to DM-Backspace, DM-Batrankus , CTF-Polaris, DM-Salt, and DM-Unsaved.
Weapons[]
Fixed Shock ball and Redeemer interactions with Translocator disks, and Redeemer missile interactions with other Redeemers.
Flak Cannon
Increased Flak primary fire interval 0.75s->0.8s.
Increased Flak Cannon max ammo 24->32.
Lightning Rifle
Lightning Rifle has extra refire delay after fully powered shot.
Fixed lightning rifle client/server zoom state mismatch when picking up dropped LR.
Fixed cases where proper instigator credit wasn’t given for lightning projectile damage over time.
Rocket Launcher
No delay between alt fired rockets.
Enforcer
Clamp max vertical spread of enforcer.
Movement and Controls[]
Adjusted dodge landing acceleration.
Reduced minimum mouse sensitivity from 1.0 to 0.05.
HUD[]
More intense screen edge damage indicator, stays on when health gets down to 40.
Quality clean-up of older crosshairs.
Show hit indicators and damage numbers for hits on redeemer missiles..
Show directional damage indicators when dead.
Damage direction is relative to current player rotation.
No kickback on netinfo widget.
Don't display announcement for timer countdown from 10 down.
Display “Game is Paused” message when paused in multiplayer game.
Hubs[]
Can start hub instances with just one human player.
Added Host Controlled Start option, checked by default.
Host (player who started instance) can start match at any time from warm up by pressing enter.
LAN servers are also host controlled.
Hubs should no longer be setting the team.
Fixed custom bot numbers in custom matches.
Empty HUB instances are not cleaning up if "Rconexec pause" was activated by previous user
When a player attempts to rejoin a match that irequires all slots to be filled, allow them to bypass the join in progress check because they are returning.
Removed BigDM from default rulesets.
Duel[]
Overtime in Duel and TDM is fixed 2 minutes, rather than ending on next kill.
Ranked Duel is now 10 minutes, but with mercy score of 8 (match ends if player leads by 8 or more).
Added DeckTest to ranked duel map list.
No spawn protection in Duel.
No power ups in Duel.
Effects and Rendering[]
Delay particle system deactivation if async work is pending
Fixed particles spawning a ton of lights
Fix for muzzle flash barrel order, flashes should now be on the correct barrel for any number of rockets
Udamage particle system updates / revisions to match each weapon.
Updated invisible skin material for low quality mode.
Reduced bounds and set attach parent as appropriate for various effects.
Sounds[]
Map Ambients; various indoor, outdoor, water sounds for maps.
Made attenuated cue for flak raise sound.
Tweaked some projectile flight sounds.
Mod Support[]
Fixed FDatabaseRow not being usable in UTGameInstance.
Added some examples for SQLite support.
WeaponRenderScale exposed to weapon blueprints.
Added OverrideGiveTo() blueprint event to inventory to allow special handling of pickups. Called only is bCallOwnerEvent is true.
Change to allow Blueprint to read FirstPersonMesh from UTCharacter.
Quickmatch[]
Reduced default Quickmatch DM difficulty.
Removed the tutorial locks on Quickmatch.
Blackstone, Heist, and Highroad are no longer in Blitz Quickmatch rotation, still available in custom matches.
Remove party restriction on Quickmatch DM.
Quickmatch games should only allow mapvote on Quickmatch map lists.
Cleaned up the matchmaking dialog.
LAN Servers[]
HostId is now set for LAN matches
If the host leaves a LAN match, everyone else is removed and the server shut down.
Disabled idle kick in a LAN games.
Made main menu LAN server list more responsive by increasing the frequency of lan server searches and adding a heartbeat to detect when they close down.
Don't search for lan servers if matchmaking is happening.
UI[]
Always show single player challenge option in addition to basic training on main menu.
Added "Flag Run /Training Solo vs AI" as third option on that first line
Reverse the game mode and descriptor on the main menu buttons. EG Quickplay should be under game mode, not over it.
Don't show back arrow from replay.
New Start Match / Join Warm up / Change Team buttons.
Check for and display update information if needed whenever player returns to main menu.
Fixed Player loses focus and is pulled from escape menu interaction, when replay/lineup transition occurs.
Blitz[]
Flag Run is now called Blitz.
Supply Chests replace weapon lockers. Supply Chests provide both ammo and health in team spawn areas.
Added "Rally is hot" callout support. Updated other new Tommy callouts.
Fixed determining if player won Blitz challenge games using tiebreakers..
XP credit in Blitz for kill assists and caps.
Fixed instant replay cameras following the right players after defensive wins and annihilations.
Added delivery boy highlight award.
Give win conditions if necessary before round 4.
Fixed nearby player keeping flag from auto-returning in KillZ.
Fixed Door Opening message.
Removed redundant bot FC callout in Blitz.
Fixed Scoreboard can get stuck on screen after elimination in Flag Run when the player has control of their mouse pointer
Player Animations[]
Improved transitions out of feign death, with two new get up from feign death animations..
Added physics body at the root bone so pelvis can blend in and out of physics when reattaching to actor. Does not collide with any other bodies and moved to hip placement and pelvis is locked to it so actor stays with mesh (effectively replaces pelvis collision).
Added support for upper body only emotes while moving.
Allow blend out of idle leans back to idle if crouching.
Added sphere trace when movement mode = walking that has a radius 5 units bigger than cylinder to check for movement along walls or other world objects. When against wall turn off running transitions and change blend from fwd movement to backpedal to 0 to help limit odd rotations and transitions.
Removed blend time on the few running blendspaces that still had it on, all running blendspaces have blend set to 0, crouch is still 3.
Removed not backpedal requirement to blend out of slide, legacy that was breaking slide.
Removed not backpedal requirement to transition back to run from direction change.
First Person Weapon Meshes and Animations[]
New Grenade Launcher mesh with materials and animations
Removed hidden weapons option in favor of lowered position options.
Removed "Panini" vertex shader, replaced with cleaner FOV correction with scale.
Fixed translocator team material.
Wall run first person animations.
Fixed bringup/down sound cues (enforcer not playing for some reason).
Rocket launcher anims - moved sounds to cue via animNotify.
Translocator now using base pistol anims.
Added ability to use idleOffset pose to globally alter gun pose .
Changed to mesh space additive blend instead of local space
Tweaked render weapon scale values.
Networking[]
Fixed issues with hitscan hit location replication. Fixes occasional missed hitscan replication when firing repeatedly at exactly the same point.
Fixed pausing in network games.
Fixed potential idle kick of player who rejoined after disconnecting.
Bots and AI[]
Simple bot commands using voice menu, including "Drop Flag" request.
Bots shouldn't be requesting team swaps.
Fixed some issues with the Siege sniper monster's weapon effects.
Bot characters have skill adjust instead of absolute skill, and a minimum difficulty level they appear at.
Improvements to Blitz bot AI, particularly on defense.
Hopefully fixed bots rarely getting stuck in an Blitz map spawn targeting an enemy they can't quite actually hit.
Blitz bot defenders a little more patient at game start, don't charge so close to enemy spawn after flag.
Tweaked bot handling of dropped flag to reduce bots clumping up too much.
Added AI defense points to FR-Meltdown and FR-Loh.
Fixed defending bots getting stuck on FR-Fort center door.
Lineups[]
No dead body when player leaves during lineup.
Siege always shows player team lineup at end of match.
Fix for character facing the wrong way in line-ups after running out of lives.
Fix for character moving during line-up locally.
Fixes for bots in lineups.
Removed arbitrary offset during LineUp for non-local players.
Fixed feet being unaligned during line ups, with groundwork for lineup specific idles.
Lineup weapons respect mutators (show instagib rifle if instagib, etc.).
Improved diversity of weapons shown in pre-match lineups.
Broke up the monotony of the line up idle all being the same speed and same start point.
Intermissions[]
Can always toggle scoreboard with tab during intermissions and after game ends.
Fixed frozen particles lingering after intermission in CTF.
Fixed various projectiles not showing up in end of round freeze frame.
Don't draw outlines during intermission.
Misc. Gameplay[]
Only send comms to teammates.
Dropped weapons now stay around for 20 seconds.
Weapon pickups respawn after 20 seconds in no weapon stay games.
Parties[]
Fixed deathmatch party queueing.
Cancel out pending searching before joining while in a party and shut down the lan search once you join a party.
Map Selection[]
Removed map rotations.
Now support map vote after all matches (except ranked), including standalone games.
Simplified end of match timing and reduced delay before map vote.
Show time till map vote.
Fixed map vote issues and made minor changes to how it displays information.
New Player Flow[]
Only force you into the DM tutorial on first start up.
Removed the code that forced you to the Basic Training menu since it's on the main page.
Show skippable game tutorial video before standalone (but not MP) matches if have never played.
Don't force players into tutorials when trying to enter any other mode.
Reduced DM tutorial to 7 minutes. Tweaks to bot skill auto-adjust.
"The 0.1.11 Unreal Tournament update was released today. We’ve continued to iterate on the new Blitz game mode. This release also includes improvements to the match start up process, including having bots participate in warm up to give players something to do while waiting for the match to start, and improvements to host controlled match starting (for Hub and LAN matches).
We’ve also made functional and balance updates to various weapons, including the Redeemer, Flak Cannon, Grenade Launcher, and Lightning Rifle. We’ve also revamped the spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag. Finally, we’ve discontinued support for the Win32 platform, which had very low player counts and added a significant support burden.
The new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, with a focus on improving game state awareness of players through announcements, sounds, and improved HUD overlays. You can now also play Blitz with your friends in co-op against various skill levels of enemy bots.
The Blitz gameplay shell FR-Loh has undergone significant layout changes. The opening area was changed so that the attackers, when they are able to overload one of the sides in the opening area and take the rally, don't get flanked so easily. This also makes combat direction around those rally points a bit more predictable and less circular and helps prevent the defensive positions being able to spam both points. Temple rally was too strong once taken and the old rally point inside of cave right before courtyard was awkwardly placed, causing combat issues.
With the Tower Rally before caves now easier for attackers to take and hold, we moved the cave rally out into the upper courtyard area which is now called "Shrine". The goal was to give the attackers another option/strategy within courtyard, rather than just wanting to overload Temple every time, but also to allow the defense to try to contain the attackers within the cave if they successfully defend shrine. Overall, the main goal was to make the combat direction a little bit more linear and simple within the chokes and allow the optional swings and direction changes be outside in the combat bowls themselves.
The Redeemer now fires a guided missile regardless of which fire button is used. After 0.5 seconds, the guided missile can be detonated (primary fire) or release to continue on its current trajectory (secondary fire). The redeemer explosion now expands over 0.54 seconds instead of 1.08 seconds. The Flak Cannon shard spread is now more consistent. Flak shard overlap radius is now smaller, and reduces to its final size faster than before.Grenade overlap radius, damage, and bounce behavior were all tweaked. Lightning Rifle max ammo was reduced.
The new spawn selection system for DeathMatch, Team DeathMatch, and Capture the Flag improves the randomness of what player starts are chosen, and results in more different available starts being used.
We’ve improved the messaging and start up process for host controlled match start, which is enabled by default for Hub matches and LAN servers.With host controlled start enabled, the player who started the match has control of when the match will start. That player can end warm up and start the match at any time, regardless of how many other players have joined.You can check HERE for a detailed change list."
Made sure flak shard spawn locations are always valid, not embedded in geometry.
Lightning Rifle
Fixed lightning rifle projectile collision.
Lightning Rifle max ammo 28->24.
Movement[]
Fixed being pushed away from dead teammates.
HUD and Scoreboard[]
Don't alpha out damage numbers as fast, and slightly increased minimum size of damage numbers.
Tweaks to end of match XP display.
Show clan names in spectator slideout.
Fixed HUD kickback on translocator alt with no disk out.
Updated minimap armor icons.
Fixed link pull indicator left on after running out of ammo.
Rocket lock indicators scaled by resolution.
Hubs[]
When returning from a hub, go to the hub menu instead of the main menu.
Fixed rules for competitive CTF and Duel Showdown rulesets so can start with bots if desired.
Removed Duel Showdown from default rulesets in hubs.
No join option for in progress competitive matches in hubs.
Fixed Hub menu does not include scroll bar in the right panel when more than 7 games are active.
Deathmatch default ruleset now has max 6 players.
Fixed idle kick notification not appearing when getting kicked back to hub.
Improved the delay when leaving a hub instance.
Fixed Player unable to exit Blitz hub instance match during an Instant Replay.
Host Controlled Start[]
Improved host start messaging for matches controlled by a host (hub instances and LAN servers).
Host control of match start now respects "match must be full" checkbox.
Fixed centering of host controlled warmup message.
Effects and Rendering[]
Updated 1st person UDamage effects - Tweaked placement, counts, offsets, and material properties.
New lightning rifle primary fire projectile effects.
Added respawn effects for pickups.
Increased gib threshold for flak shards
Fixed grenade primary trail color in non team games.
Update to muzzle flash position for lightning rifle 3rd person.
Made blood effect brighter.
Made red team player armor effect brighter.
Sounds[]
New Flak Cannon sounds
Play low ammo sound when switch to weapon that has low ammo.
Mod Support[]
Fixed replay support for matches using custom content.
Added -altpak which causes servers to look for pak files in the main game's location so that local lan servers can pick up installed content of the main game.
Added a path for the game mode and mutators to restrict or change say/teamsay messages.
Added support for more than one material ID override for Generic_Lift, updated preview material and added custom color/opacity settings.
Quickplay[]
Redraft quickplay teams on map transition.
Allow team changes in Quickplay before match starts.
Removed 3v5 coop Blitz Quickplay option.
Reduced auto-adjust skill levels for Quickplay bots.
Fixed what maps are available for co-op vs AI Blitz quickmatch
Blitz[]
Team doors that are controlled by a rally point now show capture progress via progress bar,
Added directional and location indicators for the first front for defenders at the beginning of a blitz round.
Added Delivery Point text to delivery point beacon.
Fixed scoring display when defense wins early on last Blitz round.
Reduced time for pre match intro.
Reduced Blitz intermission time in standalone matches.
Show combat icon on rally indicator if rally is hot.
Only show pre match Blitz objective text in training game.
Display Out of lives message when terminated and spectating.
Added base mesh to rally points.
Warm Up[]
Bots participate in warm up, to give players someone to fight while waiting for warm up to end.
Esc will not close interactive scoreboard before match starts.
Spectators don't have scoreboard up during warm up if viewing players.
Tutorials[]
Basic training bots no longer adjust their skill above their starting difficulty.
DM training starting difficulty now 2.
Reduced DM training time limit to 5 minutes.
Return to main menu, not training menu, from the initial DM tutorial.
Fixed starting with armor in training.
Updated duel tutorial, added overtime change.
First Person Weapon Meshes and Animations[]
Added first person dodge animations
Networking[]
Improved game clock synchronization between client and server.
Fixed weapon desync issue in network games when run out of ammo on a shock combo and continue to hold down fire.
Apply small impulse to character when he fires a redeemer to make sure a location update is replicated to the formerly owning player.
Spawn Selection[]
New playerstart selection algorithm to improve randomness, use of all available spawns.
Fixed potential for two players dead at the same time during Duel picking the same spawn.
Announcements[]
Added callout for when player drops the udamage.
Show player name for last man standing and terminated messages.
Instant replay announcement.
Fixed prioritization of "x stars ending" announcements.
Misc. Gameplay[]
Fixed Mercy Score calculations in team games and Duel.
Block feigning death in the middle of ragdoll recovery.
Force standing during 3rd person taunt so crouching cylinder isn't used.
Fixed ragdoll exploits.
With friendly fire on, hitscan is blocked by teammates.
Fixed some issues with death cams.
Fixed countdown camera.
Powerups tick at full speed when dropped.
No default leader hats.
Ranked matches are now gated on having played 10 matches instead of viewing tutorials.
Fixed supporting large bot counts in LAN games.
Parties[]
Party members see full match information when searching for a quickmatch.
Don’t provide join option for players in ranked matches.
Fixed party joining a private match started by party leader.
Fixed joining Duel in progress by joining party.
Server Admins[]
Fixed the game not unpausing when the admin pauser leaves the game.
Added "Admin:" to admin messages.
Fixed various admin panel issues.
Engine[]
Removed Win32 version. Added support burden and almost no one using it.
Fixed various crashes.
Don't allow framerate capping below 30 fps.
UI[]
Fixed “Connecting to instance” dialog is opening behind the menu.
Moved the “change team” button back to the top menu after the match starts.
Fixed Country Flag drop down menu can get into a broken state if player clicks out of menu.
Fixed "Number of Round" Text is missing within the Game Settings option for Showdown Game modes.
Fixed Ranked Matchmaking buttons do not appear on the main menu after leaving a Quickplay game.
Fixed Menu music stops playing when exiting offline matches using top UI bar.
"The 0.1.12 Unreal Tournament update was released today. This release has significant performance improvements for low end systems, with simple forward shading support and reflection environment optimizations. We've also added voice chat support with dedicated voice servers. This version also includes a new Bio Rifle mesh, support for unique per character first person arms, improvements to Blitz, and continued refinement of first person animations.
The new Bio Rifle mesh was created by long time community contributor Kazeohin, who also made the Flak Cannon for the new Unreal Tournament.
We’ve fixed issues with various weapons, including the Lightning Rifle, Grenade Launcher, and Rocket Launcher. The Redeemer has had balance adjustments, with the collision free explosion radius reduced. We’ve also updated the particle effects for the Lightning Rifle and Grenade Launcher.
The new Blitz game mode combines elements of the classic Capture the Flag and Assault game modes in an intense new round-based mode. Check out Fort, one of the Blitz levels, which is in the midst of its transformation from a gameplay shell to a fully meshed level. We’ve continued to make improvements to the mode, increasing the initial flag pick up delay and adding ramp up music to help players with the timing of the start of action. Rally Points are now powered for twenty seconds at a time, up from ten. Rallying is now easier to understand, as the camera now shows you preparing to rally while you are still vulnerable at the start of your rally, followed by a zoom into the Rally Point.
Unreal Tournament now has voice chat support integrated and enabled by default. You can choose between Push to Talk and Open Mic in the Audio Settings menu, as well as selecting the input device. You can mute players individually using the interactive scoreboard, and you can also limit voice interactions using the communications filter in the System Settings menu General tab.
Each character now has their own first person arms, visible holding your weapons. The first person movement animations have also been improved and refined.
The 0.1.12.1 patch includes additional performance improvements and crash fixes."