Version/2.27.x: Difference between revisions
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* Optimised some of the client-side code for drawing missile lock-on. | * Optimised some of the client-side code for drawing missile lock-on. | ||
* Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles. | * Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles. | ||
* Fixed turrets not shooting at all types of npcs | |||
* Fixed roadkills not crediting npc kills correctly | |||
=== Scripts/Game Balance=== | === Scripts/Game Balance=== |
Revision as of 00:52, 31 December 2019
2.27.2
Release: SoonTM
Features
- Players now gain points for damaging buildings rather than destroying them. (1 point every 200 damage)
- Rifle NPCs now have a 50% chance to run at you whilst shooting instead of being stationary
Bug fixes
- Changed guided/homing missiles to become "dumb" missiles when out of guided/homing range, reduces load on server.
- Corrected smoothscrape sounds to play the correct audio, instead of roughscrape.
- Fixed "start locked" spawn flag from func_rot_button.
- Fixed a bug preventing vehicles from getting overheated.
- Fixed a bug where vehicles would be tagged as being killed twice if they died by decon/drowning damage. Awarding players 2 points not 1.
- Fixed a bug where vehicles would try to check and stop vehicle MG firing sounds even if there were none playing.
- Fixed a crash in the class loadout vgui panel.
- Fixed a crash in the commander's research vgui panel.
- Fixed crash related to ragdolls.
- Fixed crash when drawing debug circles.
- Fixed homing sound spamming every tick on clients instead of looping.
- Fixed HUD missile lock-on icon positioning overlapping the ammo counter.
- Fixed smoothing groups not working on detail brushes.
- Fixed some issues were a hit-tick would display even if no damage was done. (Damage to buildings)
- Moved cursor to text field when editing chat rather than random spot on screen.
- Optimised some of the client-side code for drawing missile lock-on.
- Reduced the explosion force of squad artillery, should better allow for consecutive hits on parked vehicles.
- Fixed turrets not shooting at all types of npcs
- Fixed roadkills not crediting npc kills correctly
Scripts/Game Balance
- Squad Charge cost 3->2
- Armor regeneration delay reduced from 5 seconds to 4 seconds.
- Fixed a typo that may cause bugs in the vehicle_armors.txt script introduced in 2.27.1
- Fixed default vehicle presets which no longer work because of changes in 2.27.1
- Rifleman HMG FalloffEnd 2500->5000. It will do 0~2 more damage within 5000 range, starting from 0 at 0 range, around 2 at 2500 range and back to 0 at 5000 range.
- Increased effectiveness of Sticky grenades vs walls, 2 sticky grenades will now take down a fully built wall.
- Reduced Grenadier Mortar explosion radius 210->200
- Removed unused aircraft resist values in building scripts.
- Restructed cost of artillery tanks, cost is now based more on the equipped weapon:
- Base chassis cost 725->375
- 180mm Artillery Cannon cost 60->250
- 203mm Artillery Cannon cost 80->350
- HE Artillery Cannon cost 90->600
- Ranged Artillery Cannon cost 100->750
- .50 cal MG weight 50->40
- Medium Chain Gun weight 65->60
- Buffs to Plasma MG and plasma HMG:
- Plasma MG
- Damage 5->7.5
- Falloffstart 5000->0
- Falloffend 10000->7000
- MinimalDamage 3->4
- Plasma HMG
- Damage 6->10
- Heat 1.4->2.2
- Clip Size 30->35
- Heat To Target 2.3->2.5
- Falloffstart 5000->0
- Falloffend 10000->7000
- MinimalDamage 4->5
- Plasma MG
- Slight buff to Homing missiles:
- Homing ML
- (Base) Lock-on time 0.55->0.25
- Lock Range Modifier 0.0005->0.00055 (Lock-on timer increases by this multiplied by distance to target)
- Improved Homing ML
- (Base) Lock-on time 0.3->0.1
- Lock Range Modifier 0.00045->0.00048 (Lock-on timer increases by this multiplied by distance to target)
- Homing ML
- Players will now gain a quarter of the recycled resources from vehicle carcasses as wages.
- Vehicle recycle amounts have been tweaked to reflect this change.
- Vehicle armor skill damage reduction reduced from 15% to 12%
Other changes
- Added .vmt files required for glow outline effects.
- Max setting for 'emp_sv_vehicle_fadeout_time' reduced from 500 seconds to 400 seconds.
- Removed 'emp_sv_player_revive_penalty' and 'emp_sv_player_revive_stamina_penalty' cvars.
- Removed unused cloaking parameters from various .vmt files.
- Removed zoom_sensitivity_ratio default setting in infantry.cfg
2.27.1
Release: 03/11/2019
Features
- Reverted the feature that would swap to engineer tool when pressing use on building.
- Added volume control command for voices "snd_voicevolume".
- Grenadier bots now aim at the correct position on tanks.
- Re-added main menu button sounds, courtesy of Universum.
- Added a max travel time in seconds before missiles will explode.
- Added an anti-grief feature that blocks 4th vehicle creation within 2 minutes (Vehicle factory only, maps with vehicle spawners are unaffected).
- This feature is turned on by setting "emp_sv_antigrief_build_vehicles 1" on the server.
Bug fixes
- Fixed players being able to press use on map spawned entities when dead.
- Fixed two crashes caused by the vehicle HUD.
- Fixed two crashes in the vehicle customization menu.
- Fixed a crash relating to engineer turret health displayed on the HUD.
- Fixed a texture seam in the empsky_sunset1 skybox texture.
- Fixed a bug which made players appear to be standing when they first enter a jeep.
- Fixed an auto-balance bug preventing players from joining specific teams/spectator.
- Altered the NF jeep collision model to be more accurate.
Map changes
Cyclopean
- New skybox, tweaked lighting
- Added 3D skybox fog gradient texture
- Added vehicle clip ramps to roadsides in the south and east, and in city center
- Fixed texture and brush seams in C5
- Slightly adjusted terrain at the ends of bridges
- Added bollards to bridge sidewalks
- Moved railings on the southern bridge to match the setup of the eastern bridge
- Adjusted misaligned fence in eastern city
Scripts/Game Balance
- Simplified vehicle weapon script by removing missile variables from non-missile weapons.
- Increased RPG damage against building by 40% (about 2.5hp/shot)
- Bio Diesel Heat Capacity 125->130
- Changes to sticky grenades:
- Reduced Stun Grenade's Grenade's damage against buildings (except walls) and infantry by 40%.
- Increase Sticky & Stun Grenade's damage against walls by 285%. (1 sticky grenade will take down an unbuilt wall, 4 sticky grenade will take down a fully-built wall.)
- Capacitive Armor will receive 8% more damage from Sticky Grenade and Stun Grenade, this is to ensure that no vehicle except for Commander Vehicle will survive 4 sticky grenades on one side.
- Max missile travel time changes:
- Infantry RPG -> 5 Seconds
- Upgraded ML -> 5 Seconds
- Heavy-duty ML -> 5 Seconds
- ML turret -> 10 Seconds
- Nuclear Missile -> 20 Seconds
- All other missiles - > 10 Seconds