Version/2.28.x
2.28.2
Release: Soon
Bug fixes
- Fixed a bug where vehicles were not being destroyed properly when killed.
- Fixed squad targets being able to target projectiles.
- Fixed a few missile icons having no transparency.
- Ammo/health crates now use clientside animation instead.
- Changed the health thresholds for building smoke/fire effects:
- Yellow 'unbuilt' smoke stays visible until the building is fully built. (Fades the more HP the structure has)
- Building has over 80% health = 0 smoke/flame particles
- Building has between 60% - 80% health = 1 smoke/flame particles
- Building has between 40% - 60% health = 2 smoke/flame particles
- Building has between 20% - 40% health = 3 smoke/flame particles
- Building has less than 20% health = 4 smoke/flame particles
Map Changes
Mvalley
- Small bugfixes, like holes in displacements.
Other Changes
- Fixed 'floating' smoke particle attachment on NF barracks model.
- Brenodi barracks level of detail model (LOD4) distance increased from 400 -> 600 (To be consistent with NF)
2.28.1
Release: 08/02/2020
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
- Squad heal costs now scale, costs from 3-6 squad points depending on the amount of health lost
- Commander health status has been enhanced, now showing hull HP and armour separately
- Vehicle damage reworked to use floating point numbers instead of integers, this will be most noticeable for low-damage per hit weapons
- Extended squad armour and damage to affect vehicles now
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 two crashes 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 crash relating to the mini-map.
- 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
- Fixed a bug regarding hitboxes. Headshots wouldn't register if the shot player was crouching.
- Changed behaviour of missile collision 'grace period', this is to try identify if this was the original cause of vehicles falling through the map.
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
- Increase the weight of standard weapons to discourage chassis rush:
- Standard Cannon
- Weight 50->65
- Standard ML
- Weight 30->35
- BE AFV
- Base Weight 634->614
- NF LT
- Base Weight 523->503
- Standard Cannon
- 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 an additional 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%
Map Changes
Mvalley
- Raised crates clipping into the floor in dam building
- Readded missing brush in B4
- Fixed floating rope in D4
- Fixed texture seams in D4, B1, and D1
- Adjusted displacements around the map
- It is now easier to see which slopes are climbable and which aren't
- Several previously climbable spots are no longer climbable
- A few climbable spots were widened and visually adjusted
- Vehicles may still make it up the slopes with enough speed and/or mines
- The connector areas in B4 and D4 are no longer climbable by vehicles
- The only access points are now the infantry-only bridges
- This change is meant to incentivise infantry attacks to and from north
- New dam doors override mechanic
- Each pillbox at the top of the dam now has a button
- When both pillbox buttons are pressed, every door in the dam building changes its current state (from closed to open OR from open to closed) and all buttons lock down for 60 seconds
Other changes
- Added .vmt files required for glow outline effects.
- Altered the wording of some squad powers to make it easier for players to understand what they do and if they should use them.
- 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