Version/2.38.x: Difference between revisions
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=== Features === | === Features === | ||
* Replaced vehicle shell particle effects with the new particle system. Each cannon can (and now does) have a different trail of particles. | * 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. | ||
** This may make it easier to identify the locations of artillery tanks. | ** This may make it easier to identify the locations of artillery tanks. | ||
* Large rework of the vehicle heat mechanics | * Large rework of the vehicle heat mechanics | ||
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** The portion of the heat bar that is not filled will still be displayed, but in a way more muted color. | ** 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. | ** 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. | ** 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. | ** 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. | ** 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. | ||
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*** Only shells have crits implemented. If this idea is kept, then we'd want to implement the same for MGs, missiles, and grenades. | *** 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. | ** 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. | * Research now drains resources over time, instead of spending all of the resources up-front. | ||
** Commanders can pause and resume research at any time. | ** Commanders can pause and resume research at any time. | ||
** If there is insufficient resources for research to continue, then research is paused automatically. | ** If there is insufficient resources for research to continue, then research is paused automatically. | ||
*** The entire team will hear the "Insufficient Resources" sound clip. | *** 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. | ** 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. | ** Added a new mapmaking entity <code>emp_logic_resource_drain</code> to allow mapmakers to specify their own similar resource drains. | ||
* Added new listener mapmaking entities, | * 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. | * 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. | ||
** The | * <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 === | ||
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** Research can no longer upgrade ammo damage. | ** Research can no longer upgrade ammo damage. | ||
** Vehicle weapons can no longer be "disabled", and research cannot disable vehicle weapons. | ** 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
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 a fourth "Overheat" heat region.
- 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
, andemp_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.