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Asid

Update 0.8.00 - Custom Weapons
Tue, 17 March 2026



Hi Everyone!

Update 0.8.00 is here!  With it you'll find the custom weapons and magazine, multiple front attachment support, exporting and importing of loadouts, two new third person camera views, along with various other small improvements and bug fixes.  Below you can read about the new features and at the bottom you'll find the full change log.




Custom Weapons and Magazines

You can now create, share, and play with custom weapons and magazines through the Steam Workshop.  We've created templates and guides to help get you started creating weapons and magazines.  You'll also find the M1928 Thompson and a 20 round magazine on the Workshop.



Workshop:
https://steamcommunity.com/app/2437670/workshop/

Custom Content Guide:

https://www.daggerdirective.com/custom-content

There's a local testing system so you can make sure everything works before uploading it to the Workshop. Local testing is only available in single player. You'll find two items listed in the Workshop named "Local - <the name of your local test item>".



We're looking forward to seeing what you all create!  In the Discord you can find new channels to discuss and share what you are working on and report any issues with the tools.

Custom weapons work in multiplayer and we've added a new toggle when creating a server to say if they are allowed or not, just like the cheat toggle. Anyone using a custom weapon in multiplayer causes the other players to also download that weapon. You can see which servers allow custom weapons by looking for this icon.



Multiple Front Attachments

Since the demo, weapons have only supported one front attachment. Today you can finally have more than one!  You no longer need to choose between a PEQ-15 and an M203, you can have both.  The only restriction is that the M203 and Masterkey must still go into the bottom slot.



The inventory layout has changed to make room for all of the new slots.  The front attachments are off to the left of the weapons with the muzzle attachment slot in the center and the four rail slots in a ring around it.  You may see on some weapons that the under barrel slot is on the left or right instead of the bottom.  This is due to how we've chosen to implement the attachment system for custom weapons.  To keep it simple, instead of having to list every attachment that is compatible with a weapon we instead base compatibility on the rail type.  Bottom Rails accept everything while the other three block the M203 and Masterkey. 

We've loosened some of the other restrictions too. This was to reduce the complexity of the modding tools. Our old system required us to specify which attachments can slot to which weapons and which attachment slots. Now compatibility is based on rail types for scopes, suppressors are only restricted by weapon types, and magazines now use a tag based system. You may be able to attach things in an unrealistic way, however we think it's better to leave the choice up to you rather than create rigid and limiting restrictions.



The key bindings have changed slightly too.  With the last update we added a new key 'J' as a way to toggle the top flashlight attachment.  This was not a great solution and has been replaced with a new system.  Tapping the attachment toggle, 'X' by default, will now toggle attachments in a priority order.  Under barrel weapons first, then sight lights, then lasers and flashlights. 

To toggle other attachments you need to hold 'X' to open the new attachment toggle menu.  From there you can set the attachment states on any of the weapons attachments.



Exporting and importing loadouts

You can now export any of your loadouts, send them to a friend, and they can import the loadout into to be saved and used any time. To export simply click the "Export" button on the selected loadout. This will copy it to your clipboard to be pasted into a chat message or into a text file to be saved.



To import, just click the new "Import" button and paste the loadout text into the text box and click "Ok". You will now see the new loadout in the list with the others.



Third Person Cameras

The third person cameras are no longer half broken debug console commands.  We've cleaned them up and added a proper setting to the options menu.  At any time you can open the settings and change between; First Person, Third Person - Over the Shoulder, or Third Person - Centered.



Thanks for taking a look at the update! You can find the full change log below.  We'll have more info on upcoming content later this month in the Dev Blog Post!

- Dan

Change Log

March 17, 2026 - V0.8.00 Weapon Mods

Notes:

  •     [Attachments] Added support for multiple front attachments.
  •     [Attachments] Tapping 'X' or the attachment toggle will toggle based on priority, holding the button will open a quick select menu to select individual items.
  •     [Attachments] Removed the "Toggle Secondary Attachment" key for the sight light as it's handled by the new attachment toggle menu and shortcut.
  •     [Attachments] Suppressors have been made more generic.  They now attach based on types of firearms instead of specific weapons.  This was done to make custom weapon compatibility easier.  You can still play realistically if you want to or have a little more freedom, it's up to you.
  •     [General] Added Proper third person cameras.  Settings can be found in the General Settings tab.  "First Person" is the default, "Third Person - Centered" Places the camera above and behind the character.  It leans slightly when you lean.  "Third Person - Over Shoulder" is a closer camera and will look over the shoulder of the hand you select and swaps sides when leaning.
  •     [General] Added Loadout Import/Export so you can share your loadouts with your friends
  •     [Maps] Militia Mountain - increased the exfil helicopter speed
  •     [Modding] Added custom weapon and magazine support. More info can be found here (https://www.daggerdirective.com/custom-content) (https://steamcommunity.com/app/2437670/workshop/)
  •     [Networking] Added a toggle to allow or block custom weapons when creating a server.
  •     [Networking] the default listen Port can be edited in the direct connect menu. This applies to all network games.  You can also change it in the console with the "net-port <port>" command.
  •     [UI] The text input field popup now automatically selects the text field upon opening
  •     [UI] Reworked the Inventory menu to account for the new attachment slots.
  • Bug Fixes:
  •     [AI] Fixed AI not spawning with RPGs when they should.
  •     [General] Fixed duplicate loadout names appending the next index instead of replacing
  •     [Maps] Fixed minor visual issues with Poseidon in the hub
  •     [Equipment] Dropped magazines from reloads now appear to come from the weapon instead of floating in the air in front of the character.
  •     [Equipment] Fixed drone weights showing 1kg.
  •     [Equipment] Destroying drones in the Armory no longer stops them from respawning.
  •     [Equipment] Fixed networking with dropped drones not appearing for other players.
  •     [Networking] Added checks to help avoid the issue where you can get into a broken state at the end of a mission and the "Mission Accomplished" menu is stuck.
  •     [Networking] fixed IP and port not saving and loading properly in the Direct Connect menu.
  •     [Networking] Fixed the clients seeing the wrong mission selected when returning to the hub.
  •     [Networking] Fixed the wrong map displayed in the hub and having the ability to break the game by firing mortars in the hub.
  •     [Networking] Fixed a connection issue resulting from mission transitions.
  •     [Save/Load] Parachute now loads its state properly.
  •     [UI] Fixed text input placeholder text not being localized
  •     [UI] Fixed highlighting for ammo in multi round weapons.
  •     [UI] Fixed compass not displaying full 360 degrees. 
  •     [UI] Fixed the SMAW spotting rifle showing up incorrectly in the inventory.
  •     [UI] Fixed text overlapping in the binocular menu's strike call in buttons
  •     [Vehicles] Fixed mixed up destruction states on vehicles
  •     [Weapons] Fixed SMAW Spotting round having slightly different ballistics vs the rocket, they are now the same.
  •     [Weapons] Fixed missing localization and mislabeled death messages from secondary effects such as shrapnel or explosions.


Known Issues:

  •     [Workshop] Rarely, when joining a multiplayer game with custom weapons, the weapon mesh may take some time to load in. The offsets may be off until the player swaps weapons.
  •     [Workshop] If the Workshop is down, icons may not load properly even from a local cache. We'll improve error handling in the future.

I stand against Racism, Bigotry and Bullying

Asid

Hotfix 0.8.01 Released
Wed, March 25, 2026



We appreciate everyone continuing to dive in and put the new custom weapons to work. The creations coming in from the community have been outstanding, and we're looking forward to seeing what you forge next as the arsenal grows.

Thank you to all players who reported the issues you encountered. Your quick intel allowed us to respond fast and lock down fixes. Some key highlights are as follows:

  •     Fixed bug where the creator name was not showing or showing as "Unknown"


  •     New UI Menu to let you set the Title, Description, Preview image, and workshop visibility when uploading or updating a weapon




*Please note: When updating you can set everything except the description. It won't overwrite the existing description.

 
The full list of changes made are in the change log listed below.

Change Log:

  •     [Modding] Swapped the vertex limit to a triangle limit check when uploading models.  Increased the limit to 3,500.  It now properly checks the FBX file.
  •     [UI] Updated the "Custom Weapons" disabled server browser icon to match the "Cheats" off icon.
  •     [Workshop] Added a new upload menu to allow creators to edit the title, preview image, and visibility settings when updating a workshop item.  It allows you to customize the des


Bug Fixes:

  •     [AI] AI were spawning multiple flashlights in some cases as they attempted to randomly select attachments.  This led to drops in performance on night maps once the AI were alerted.
  •     [Attachments] Fixed attachments not always going into the preferred front slots when dragged and dropped into place in the inventory UI.
  •     [Attachments] Fixed swapping front attachments allowing the M203 and Masterkey to slot into invalid slots.
  •     [Attachments] Fixed inventory highlighting for sights with multiple attachment types such as the C79 that can attach to carry handles and rails.
  •     [Attachments] Fixed AWM top rail attachpoint rotation.
  •     [Attachments] Disabled the second, wider, spotlight on the AI's flashlights to further improve flashlight performance.
  •     [Equipment] Fixed the character's head missing in the drone camera when the player camera setting is set to First Person.
  •     [Missions] Fixed Mission Accomplished pop up if all players die outside of the evac helicopter.
  •     [Networking] Fixed direct connect error caused by the addition of the listen port setting.
  •     [Workshop] Improved performance of magazines with a mass of zero which were causing physics performance issues when dropped.

I stand against Racism, Bigotry and Bullying

Asid

March Dev Blog
Fri, 27 March 2026


Hey Everyone,
We hope you are enjoying the new weapons coming in from the community.


Here are some examples of the new items Community members have made:


Great work Nvsble & SabinyAK!

If you want to get involved in making weapons check out the guide here.


What's Next

The energy rolling out of 0.8.0 didn't slow us down for a second. The team jumped straight into Hotfix 0.8.01, tightening up UI issues around Custom Weapons and clearing out a handful of bugs players had been bumping into. That patch was just the warm‑up.

Work on 0.9.0 kicked off immediately after, and there's a ton of exciting content in development. New systems, new toys, new surprises—enough that I officially joined the crew at Arcane Alpacas to help bring all of it to life with you. I'm here to make sure you get clear, timely, player‑first updates on everything happening inside Dagger Directive. Whether it's patch notes, feature previews, or behind‑the‑scenes insights, I've got you covered.

There's a lot coming, and I can't wait to share it with you. So let's get started!


UGC Maps

The next update delivers a feature the community has been buzzing about for months. The UGC wave continues, and this time it's all about Custom Maps. Players will be able to build and submit their own environments and missions, opening the door to entirely new ways to play and experiment inside Dagger Directive. Check out these screenshots of the mission editor and the mission working in the main game.





A full step‑by‑step guide—similar to what we released for Custom Weapons—will go live on the website so creators can jump in with confidence. The Discord will be the first place to hear when those resources drop, along with early clarifications, examples, and dev notes.

While the guide is being finalized, the UGC channels in Discord are already active. They're a great place to meet other builders, swap ideas, and start shaping the kinds of missions and environments you want to bring into the game.


Something Completely New

Stepping into the next update means stepping into an entirely different perspective on combat. Free Play Mode flips the script on traditional tactical gameplay. Instead of reacting to enemy waves, you can take command from the other side—deciding when, where, and how to deploy units against other players. It's a chance to test your strategic instincts in a role you've never had before.

This mode also opens the door to completely unpredictable encounters. If you've ever wondered how you'd perform when dropped into a random battle with no prep time, Free Play Mode is built for exactly that. Every match becomes a fresh challenge shaped by the host's decisions and the chaos of the moment.

This mode will give the server host the ability to control the battle and play in a whole new way. We will be dropping more details on this as time goes on.


Community Beta Sessions

Several of the upcoming features are big, experimental, and shaped directly by how they feel in players' hands. To make sure they land the way they should, we'll be inviting the community to help us test them. Your feedback will play a major role in tuning these systems so they're fun, intuitive, and worth the wait.

Community Beta sessions will be announced across our social channels, along with details on how to join and what each test focuses on. Following our socials is the easiest way to stay in the loop and catch every update tied to Dagger Directive.

Be on the look out for more!

~ Agent Paca‑Tunity


I stand against Racism, Bigotry and Bullying