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

## Alpha 2 Patch Notes

### 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