- Task Force 0.7.2.2159 - 13 January 2026
This update includes support for ultrawide resolutions. The opening sequences have all been adjusted to accommodate 32:9 aspect ratios:The main menu now supports ultrawide monitors as well. Here is a comparison between the 16:9 and 32:9 variations:The in-game HUD has also been adjusted to ensure all elements are within the 16:9 portion of the screen. We do not allow the camera beyond 16:9 in third-person view. Therefore the extra space on the sides is planned to be used for real-time competitive player stats and information about the current round:This will include each player's avatar, name, alive/dead status, selected weapon in the armory, ect.
- Task Force 0.7.0.2124 - 1 November 2024
This is probably one of the most important updates we've ever made. Not to be too overdramatic or emotional, but having an automated ladder system was the entire dream of this game from the get-go. You see, this game started off as a mod on Insurgency called Resurgence. It was a total conversion mod for Insurgency that created an entire 3rd person mode along with a robust server infrastructure that offered stats, rankings, and a custom clan ladder. We had our own website where players could register their clans, send/accept challenges, and schedule ladder matches. These players would then join any set of "war servers" where they could type "!ready" in the chat, and if the remote website could find a scheduled match, it would reserve the "war server" for that match, almost like going to a basketball court in a public park and starting up a game. It would download the entire roster list,…
- Task Force 0.6.7.2078 - 31 May 2024
This update includes a temporary workaround for a critical issue with accelerated paint that would cause some players with both dedicated and integrated graphics (usually laptops) to experience a "black screen" when booting the game. You would still hear the main menu music in the background shortly after the opening logo animation, but the entire game screen would remain black. We now have a workaround in place that detects when accelerated paint isn't working and will show a temporary popup to reinitialize the user interface with accelerated paint disabled. This means users experiencing this issue can now play the game without needing to create any kind of annoying desktop shortcut. We still plan to actually fix this problem in a future update, but for now at least players have a way to get around the issue without having to troubleshoot anything. The update also addresses a few perfo…
- Task Force 0.6.6.2069 - 27 May 2024
This update makes some very significant optimizations across various systems. The character rotation system, which sends quite a lot of data, has now been optimized so it no longer floods the network (as it was the first thing to start dropping in low bandwidth scenarios). The audio systems for bullet impacts and footstep sounds have also been optimized. This means footstep sounds or impact sounds will be completely ignored when they aren't within a certain radius of your point-of-view. The automatic level bounds system has been updated as well to include the "relevant to level bounds" option within the engine, which provides workshop mappers with more control over determining the bottom of the map. The "audio glitch" has been fixed! We've completely removed "bink audio" so it can no longer cause us any problems. Previously if you played for a certain amount of time (or a lot of audio d…
- Task Force 0.6.5.2041 - 23 May 2024
This update includes a ton of new Unreal Engine 5 assets that we're testing. Here's an example of a new map we're planning for a military outpost: There's also dynamic weather that we've setup so the map is sometimes day time or night time, which will automatically enable/disable dynamic lighting such as industrial lights and spotlights. We plan to add a lot more assets over the coming weeks as well. This should make the game feel fresh and up-to-date prior to re-releasing back on the store. This update also addresses a critical issue with throwables falling through the ground when landing in water. It fixes a problem with footsteps as well that caused them to sound as if they're behind the player when spectating another player.
- Task Force 0.6.4.2037 - 21 May 2024
This update fixes a critical bug with water volumes interacting with bullets and the new lean mechanic. If a player was leaning in water it would cause them to "go sliding" due to the lean pushaway system hitting all the water. It was also not possible to shoot through water using the current bullet mechanics. We've now corrected these issues and leaning in water should no longer be a problem and bullets should currently ignore water completely until we implement proper penetration mechanics and particle effects for this special case scenario. The update also includes water noises when the player is moving through deep water. These sounds will scale based on the depth of the water and trigger whenever you're moving or turning in water. Finally this update addresses an important issue with footsteps sounding as if they're behind the player. We've corrected the problem and the new footste…
- Task Force 0.6.3.2034 - 20 May 2024
This update fixes a critical issue with water replication. There were some inconsistencies with the networking between servers and clients with these new movement mechanics, so now these issues have been addressed. We've also utilized the integrated water system that comes with the engine for determining water depth which means custom water volumes are no longer required since everything just automatically works now. We've addressed another issue with workshop maps that prevented certain engine assets from loading due to the content not being part of the game. Now workshop mappers should be able to utilize all types of water assets without having any broken materials after cooking and uploading your map.
- Task Force 0.6.2.2028 - 16 May 2024
This update overhauls all the animations for the new leaning system. The character will now keep their feet more planted and actually moves the weapon to the left when leaning to the left. So now your "other right" (left) can finally shoot around corners too! Please note this is a slowed down view of the animation. We also have an all new ADS system coming in a future update with new FPS arms along with sights, scopes, and snipers. So until then the animation only needs to support hip fire for the time being. The update includes all new water mechanics as well. There are now "water volumes" available which slow down player movement based on the water depth. If the water is not shallow enough then you will be prevented from proning. The same goes for crouching where you cannot crouch in water that's deep enough to put your weapon underwater. In both these situations the movement system w…
- Task Force 0.6.1.2015 - 13 May 2024
This update includes a ton of new Unreal Engine 5 assets that we're testing. Here's an example of a new map we're planning for a petrochemical plant: There's also dynamic weather that we've setup so the map is sometimes party cloudy, raining, or even an all out thunderstorm. We plan to add a lot more assets over the coming weeks as well. This should make the game feel fresh and up-to-date prior to re-releasing back on the store. The update also makes some critical changes to explosive forces, which will apply most specifically to grenade damage priorities. The previous system would just randomly loop through each player on the map and didn't provide any concrete output in terms of the order that players were killed. Now explosive forces will apply any and all damage to each hostage or VIP inside the damage radius before applying damage to each individual player based on their distance.…
- Task Force 0.6.0.2001 - 29 April 2024
This update changes the default renderer from DirectX 12 to DirectX 11. We're making this change because after extensive testing we've determined that the game runs smoother this way without really losing too many new UE5 features that we don't necessarily need right now. That's because we value performance much more than graphics, even though we want to make a game that still has good graphics. So until we update from UE5.2 to UE5.4 later this year for some extensive performance updates to DirectX 12 in UE5, we plan to keep everything defaulted to DirectX 11 until then. If you would like to test the game on DirectX 12 then you can use a special command line parameter via a desktop shortcut in order to launch the game in this graphics mode: There are still some significant benefits to DirectX 12 along with many optimizations that save developers time so they don't have to optimize their…
- Task Force 0.5.16.1986 - 23 April 2024
This update makes some significant performance enhancements to the user interface system. We are now using something called "accelerated paint" in order to provide a much more responsive and snappier UI. However this system is currently only in place for DirectX 11 and is not finalized on DirectX 12, which means you would have to manually switch into this graphics mode for the time being. However this is a huge step forward for us to ensure we have a user interface that runs smoothly at a similar FPS to the game. There's also been some adjustments to smoke grenades, which should now deploy faster than before, as the timer has been reduced by 1 second. We've added some new graphics commands as well to disable some newer features such as virtual shadow maps via the graphics_vsm command.
- Task Force 0.5.15.1980 - 19 April 2024
This update adjusts a lot of settings for Lumen Global Illumination and Reflections. We've carefully tuned some default engine settings which should fix a lot of issues with existing maps and things being a bit too dark. There is now a significant amount of indoor lighting to prevent things from over-darkening along with some boosting to texture colors. There's also an important fix for auto-exposure settings which weren't originally tuned very well for a competitive shooter. These settings are what adjust the exposure of your eyes as you walk into light areas vs dark areas. We've now overridden the entire auto-exposure system in the engine so that it performs as intended. The same goes for workshop maps which should inherit all of these settings by default.
- Task Force 0.5.14.1979 - 18 April 2024
This update enables Lumen Global Illumination and Reflections by default. It includes some optimized settings to ensure these new lighting modes run as efficiently as possible. These new features are what make everything "pop" in Unreal Engine 5, but (as we always do) we wanted to focus on performance fixes prior to experimenting with these new rendering features. As you can see, these new GI and reflection modes significantly increase the graphical fidelity of the game. There are now actual light bounces that adjust the color of surfaces to create a much more sophisticated representation of a scene. It also creates high quality reflections that can now show elements that are completely off-screen. However while these new lighting modes look fantastic, we want to ensure performance is never compromised. Therefore we've included some new graphics settings that allow players to manually e…
- Task Force 0.5.13.1974 - 17 April 2024
This update fixes an important issue with server disconnect messages. There are lots of custom systems running for our workshop integration which provide automatic downloading of maps on the loading screen, map version checking, automatic map updates, ect. But if a server is out of date and has an older version of a workshop map, this will prevent players from joining that server when they have a newer version of the map. However these types of disconnects from the loading screen were not supported with our UI error messages. The only way players knew about these issues was if they checked the console to see what errors were being output. So we've addressed this issue and fully integrated the loading screen systems with our UI error messages to prevent confusion when joining servers with custom content. The update also includes all new "graphics" commands that let players adjust the qua…
- Task Force 0.5.12.1970 - 17 April 2024
This update fixes an issue where weapons would not reset when selecting a new weapon if picking up an enemy weapon. The new carry-over feature between rounds would prevent weapon selection until death and selecting a new weapon would not overwrite this feature. So this has been addressed to prevent future conflicts between selecting weapons vs picking up enemy weapons. There's also some important debugging information that we've setup to allow us to fix a critical issue with the HUD freezing between map changes. This causes the timer, player diamonds, ping graph, scoreboard, and other elements to stop working between map changes and is one of the next major bugs we'd like to get fixed. So this is an important step into addressing this issue.
- Task Force 0.5.11.1968 - 15 April 2024
This update fixes a critical performance issue with the new UE5 ragdolls. There should no longer be any stutter when players die whereby ragdolls fall to the ground. We've also significantly optimized when players spawn into the game, which should reduce any network spikes or stutters that take place between round resets. There's a new weapon carry-over system that's been implemented between rounds. Now if you pick up an enemy weapon and stay alive until the end of the round, you'll keep that enemy weapon into the next round and continue to have this weapon until you either die or the map is over. We're also detecting if players haven't left the spawn yet, which allows you to change your weapon without waiting until the next round. Note that you can only change your weapon once per round and must not have moved from the spot where you spawned on the map. Another critical issue has been…
- Task Force 0.5.10.1950 - 12 April 2024
This update makes some very important changes to the new stats and rankings system. Previously if a player left the game before it was over there was no "game over" calculations on that account when the server sends final stats after the final round. This means you could leave in the middle of a game and neither receive a loss nor a win since you weren't there for the end of the game. However for a competitive system to function correctly we need to penalize players that try to leave "competitive mode" early before the game is over. Therefore we now find all players from the stats history of the current game that are no longer connected to the server and put a game loss on their account for leaving early. We plan to add a popup message in the next update when quitting the match early if the server is in "competitive mode" along with a "competitive timeout" so players are aware of this p…
- Task Force 0.5.9.1949 - 11 April 2024
This update adds new "slay" and "spec" commands for server admins. They can now force players to commit suicide when they're AFK without kicking them or even move them to the spectators instead. Be sure to use the "players" command to obtain a list of players in the server along with their associated Steam IDs. The round stats screen should now display whether or not players died that round. We've temporarily slashed out any player that died until we implement some new icons for the round stats screen. An issue with certain weapons not having proper physics types has been corrected as well. You should no longer see purple bullet impacts on weapons dropped on the ground that you shoot. Finally we've included the Landmass and Water plugins within the game along with all associated content. These plugins have also been enabled in the Task Force Editor, so mappers should update their engine…
- Task Force 0.5.8.1945 - 10 April 2024
This update implements an initial user-interface to check player rankings. The interface is very basic for now since it will only be used for testing in order to verify ranks are being calculated correctly. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. We've also setup titles and paygrades which should now display on the player stats screen. It will say E-1 through E-9 for enlisted and O-1 through O-7 for ranked officers. Finally, the number of rounds required to become ranked has been TEMPORARILY reduced as well to allow us to test things faster.
- Task Force 0.5.7.1944 - 9 April 2024
This update enables the new stats and rankings system on dedicated servers and implements an initial user-interface to check your stats. The interface is very basic for now since it will only be used for testing in order to verify stats are being logged correctly. In the next update we plan to build out this interface into a very robust and detailed set of data and graphs, including stats for each individual weapon along with daily, weekly, and monthly stats. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. The rank icons next to your name in the bottom-left (and on the round/game stats screens) are now LIVE. This means they are hooked up to the rankings system on the website and will ref…