Version/2.38.x: Difference between revisions

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(Add preliminary 2.38.0 page. This is assuming the heat rework goes in, but that seems pretty likely to be merged so far.)
 
 
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=== Features ===
=== Features ===


* Reworked the vehicle heat system
* Replaced vehicle shell particle effects with the new [https://developer.valvesoftware.com/wiki/Particle_System_Overview particle system]. Each cannon can (and now does) have a different trail of particles.
** Each pip on the heat meter represents two heat points. This means that engines with a higher heat capacity will have a larger heat bar.
** This may make it easier to identify the locations of artillery tanks.
** The vehicle heat meter is broken up into four different colored zones. Previously, these were cosmetic, but now they directly affect game mechanics.
* Large rework of the vehicle heat mechanics
*** Low (Green)
** Added a fourth "Overheat" heat region.
*** Medium (Yellow)
*** Now there is "Low" (Green), "Medium" (Yellow), "High" (Orange), and "Overheat" (Red)
*** High (Orange)
** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.
*** Critical (Red)
** The positions of the various heat regions can be defined per-engine.
** Different engines have the breakpoints between zones in different places on the heat meter.
** When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red.
** Instead of weapons being unable to fire when the heat they would add would exceed the heat meter, now the only relevant factor is the heat zone that the tank is in when the weapon is fired.
*** This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.
*** This maximum heat zone defaults to the High zone, but for example Nukes can only fire in the low zone.
** Engines will now begin stalling at the High region, and completely stall at the Overheat region.
*** This allows the behavior to be a little more predictable, as the bar visually indicates when each weapon can fire.
** Weapons can have a "Critical Heat Zone". When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.
** Weapons can be set to still fire above their maximum heat region, but do self-damage to the tank instead.
*** Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there's an entirely different way I want to indicate these in the scripts).
** Firing your tank's weapons can never add enough heat to trip the overheating penalty, unless you fire an overheated weapon and do self-damage.
*** Critical shells do triple damage.
** When a weapon cannon fire due to overheating, its weapon bar in the bottom right corner turns red.
*** Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.
*** This was previously implemented, but never actually happened due to a bug.
*** Only shells have crits implemented. If this idea is kept, then we'd want to implement the same for MGs, missiles, and grenades.
* Cannon and artillery trails now use the new particle system.
** Due to simplifications of the engine stall code, the "Heat Stall Penalty" value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.
** Each cannon and artillery weapon now has a different particle trail, for easier identification and improved flavor.
* Added Pykrete Armor
** Pykrete armor is made of ice reinforced with complex hydrocarbon chains.
** It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions.
* Research now drains resources over time, instead of spending all of the resources up-front.
** Commanders can pause and resume research at any time.
** If there is insufficient resources for research to continue, then research is paused automatically.
*** The entire team will hear the "Insufficient Resources" sound clip.
* Improved the resources HUD display. Resource total and income are now more accurate than before.
** Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.
** Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.
** When research is complete, the entire team (and all spectators) will hear the "Research is now complete" sound effect, instead of just the commander.
** Added a new mapmaking entity <code>emp_logic_resource_drain</code> to allow mapmakers to specify their own similar resource drains.
* Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.
* Added additional HUD icons for certain F-menu requests.
* Added additional cancellation and suppression criteria for certain F-menu requests.
** Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.
* Added new listener mapmaking entities, <code>emp_logic_resource_listener</code>, <code>emp_logic_ticket_listener</code>, and <code>emp_logic_research_listener</code>.
* Added a sound effect that plays when a tank loads ammo.
* Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.
* <code>emp_debug_spawn_shell</code> now has three parameters:
** 1: The weapon index of the shell to spawn
** 2: The number of shells to spawn (between 1 and 128)
** 3: Whether or not the shell is a crit shell.


=== Bugfixes ===
=== Bugfixes ===
=== Script/Game Balance ===
=== Script/Game Balance ===
* All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.
=== Other changes  ===
=== Other changes  ===
* Several unused features have been removed:
** Research can no longer upgrade ammo damage.
** Vehicle weapons can no longer be "disabled", and research cannot disable vehicle weapons.
** Servers can no longer disable vehicle horns with the <code>emp_sv_vehicle_allow_horns</code> cvar
* Increased the default value of the <code>emp_sv_vehicle_fadeout_time</code> cvar from 30 seconds to 180 seconds.
* Increased the default value of the <code>emp_sv_vehicle_fadeout_time_partial</code> cvar from 30 seconds to 60 seconds.
=== Known Issues ===
=== Known Issues ===


[[Category:Patch_Notes]]
[[Category:Patch_Notes]]

Latest revision as of 04:46, 10 November 2024

Home > Patch notes > Version/2.38.x

2.38.0

This patch has not yet been released
The information in this section is preliminary and subject to change, including the addition and removal of entire sections.

Release: (TBA)

Features

  • Replaced vehicle shell particle effects with the new particle system. Each cannon can (and now does) have a different trail of particles.
    • This may make it easier to identify the locations of artillery tanks.
  • Large rework of the vehicle heat mechanics
    • Added a fourth "Overheat" heat region.
      • Now there is "Low" (Green), "Medium" (Yellow), "High" (Orange), and "Overheat" (Red)
    • The portion of the heat bar that is not filled will still be displayed, but in a way more muted color.
    • The positions of the various heat regions can be defined per-engine.
    • When a weapon cannot fire due to overheating, the ammo indicator for that weapon will turn red.
      • This was already in the code, but the definition of overheating used was incorrect so this condition was never actually triggered.
    • Engines will now begin stalling at the High region, and completely stall at the Overheat region.
    • Weapons can have a "Critical Heat Zone". When a weapon is fired while the vehicle is in this zone or above, then it will fire a crit.
      • Crit shells can have a different firing sound, impact sound, and trail particles. (Impact particle effects and muzzle flash effects are still to be implemented, but if this concept sticks around there's an entirely different way I want to indicate these in the scripts).
      • Critical shells do triple damage.
      • Only the Plasma cannon currently uses this feature, and likely only the plasma weapons will use this mechanic.
      • Only shells have crits implemented. If this idea is kept, then we'd want to implement the same for MGs, missiles, and grenades.
    • Due to simplifications of the engine stall code, the "Heat Stall Penalty" value on engines now indicates the maximum amount the throttle can be reduced to via engine overheating, instead of the square root of the maximum amount the throttle can be reduced to via engine overheating.
  • Added Pykrete Armor
    • Pykrete armor is made of ice reinforced with complex hydrocarbon chains.
    • It uses ambient humidity to slowly regenerate when vehicle heat is in the low region, but melts faster in higher heat regions.
  • Research now drains resources over time, instead of spending all of the resources up-front.
    • Commanders can pause and resume research at any time.
    • If there is insufficient resources for research to continue, then research is paused automatically.
      • The entire team will hear the "Insufficient Resources" sound clip.
  • Improved the resources HUD display. Resource total and income are now more accurate than before.
    • Resource total now updates more frequently, to better reflect the actual value. Previously it was tied to a timer.
    • Resource income now displays all manual adjustments to income, not just income from refineries. This should cover all gains/losses but to list some examples it includes resource adjustments from vehicle purchases, vehicle carcass recycling and building purchases/refunds.
    • When research is complete, the entire team (and all spectators) will hear the "Research is now complete" sound effect, instead of just the commander.
    • Added a new mapmaking entity emp_logic_resource_drain to allow mapmakers to specify their own similar resource drains.
  • Engineer and Commander radars now also spot fully-built enemy buildings, in addition to enemy vehicles.
  • Added additional HUD icons for certain F-menu requests.
  • Added additional cancellation and suppression criteria for certain F-menu requests.
    • Notably, requests for ammo, health, and repairs are automatically cancelled as soon as any health or ammo is recieved, as appropriate.
  • Added new listener mapmaking entities, emp_logic_resource_listener, emp_logic_ticket_listener, and emp_logic_research_listener.
  • Added a sound effect that plays when a tank loads ammo.
  • Pressing the suicide hotkey (delete by default) while already dead force-kills you, preventing engineers from reviving you.
  • emp_debug_spawn_shell now has three parameters:
    • 1: The weapon index of the shell to spawn
    • 2: The number of shells to spawn (between 1 and 128)
    • 3: Whether or not the shell is a crit shell.

Bugfixes

Script/Game Balance

  • All research costs have been divided by 60, to account for the change from up-front costs to res/second costs.

Other changes

  • Several unused features have been removed:
    • Research can no longer upgrade ammo damage.
    • Vehicle weapons can no longer be "disabled", and research cannot disable vehicle weapons.
    • Servers can no longer disable vehicle horns with the emp_sv_vehicle_allow_horns cvar
  • Increased the default value of the emp_sv_vehicle_fadeout_time cvar from 30 seconds to 180 seconds.
  • Increased the default value of the emp_sv_vehicle_fadeout_time_partial cvar from 30 seconds to 60 seconds.

Known Issues