Version/2.15.x
Version 2.15.1
unknown
Features
- Improved weapon descriptions
- Update to research item descriptions
- Artillery now uses lag predicted shells
- Packed files into vpks for faster disk access
- Changed falloff system to be easier to tweak
- Made a lot of strings translatable.
- Added sv_pure support for most assets.
- Added research item translation strings (name and descriptions, this means the following are now translatable)
- Plasma-Resistant Shell Coating
- Dedicated Plasma Cannon
- Projectile Physics
- Aerodynamic Shells
- Heavy-Duty Ranged Cannon
- Thermobaric Shells
- Thermobaric Cannon
- Expanded Missile Launcher
- Heavy-Duty Missile Warhead
- Enhanced Grenadier Missiles
- Mobile Industrial Electromagnets
- Overcharged Railgun
- Enhanced Homing AI
- Upgraded Homing Missiles
- Guiding Signal Boosters
- TOW GUided Missiles
- Incubator Missiles
- Virulent Warhead
- Biological Cannon
- Incubator Tanks
- Virulent Shells
- Updated names and descriptions of some existing strings (This brings them up to date with what is in the scripts)
- Research Index
- Superheated Material Physics
- Nuclear Fission
- Fission Reactor
- Deflective Armor
- High Explosive Grenades
- High Explosive Shells
- Improved Warhead Compounds
- Upgraded Missile Warhead
- Absorbant Armor
- Mechanical Engineering
- Upgraded Chassis
- Advanced Chassis
- Advanced Machining
- Composite Armor
- Electrical Engineering
- Advanced Magnet Research
- 3 Phase Electric Motor
- Capacitive Armor
- Reactive Armor
- Tracking Systems
- Upgraded Turrets Lvl 2
- Upgraded Turrets Lvl 3
- Regenerative Armor
- Biological Weaponry
- Biological Projectile
- Added emp_ungrief command
Bugfixes
- Corrected camera model selection in hammer
- Fixed crash on exit
- Fixed shells no longer highlighting when using artillery feedback
- Fixed engineer kit ammo dropping below zero.
Map Changes
- Cyclopean:
- Adjusted displacements around NW
- This removes a visual 'leak' under the southern NW refinery
- This makes it slightly easier to get up on the hill in the southeastern corner of NW
- Adjusted displacements in city
- This prevents climbing an unintuitively climbable area in the southeastern corner
- Fixed skybox fog density
- It's no longer a wall of grey until you get very close to a map border
- Fixed displacement sticking through terrain in BE main
- Kudos to anyone else who noticed that one
- Fixed displacements sticking through terrain in NF main
- Fixed an exploit where you could climb a hill into the NF main
- Fixed (some) textures being needlessly rendered in northwest
- If you find any others, post on the forums and they will be fixed
- Adjusted displacements around the southern bridge to prevent seeing under the map
- New 2D skybox
- New lighting
- Please report any lighting issues you notice
- New fog
- Adjusted displacements around NW
- District402:
- Preparing the map for AI players:
- Broadened staircase to BE 4th flag
- Slightly tweaked detail crates near BE 1st and 3rd flag
- Moved BE resupply boxes at BE 3rd flag
- Slightly moved poles near NF 1st and 4th flag
- Added [disabled] bot spawners
- Behind the scenes optimisation efforts
- Fixed exploit where BE 2nd flag could be captured from outside its building
- Added automatic attack/move targets that indicate the current objective
- Preparing the map for AI players:
- Mvalley:
- Added a border grid akin to duststorm to better visualise the edge of the map
- Added a missing commander restrict brush on BE's dam ramp
- Urbanchaos:
- Decompiled to get editable source files
- This might have caused unforeseen errors within the map. Please report any bugs you find
- Fixed 1st BE flag dimensions
- It is no longer capturable from the western side of the barricades
- Fixed exploit where players could traverse along a sheer wall near BE 2nd flag
- Fixed some missewn displacements
- Rotated NF resupply crates near NF 1st flag to face the correct direction
- Decompiled to get editable source files
Script Changes
- Normalized melee damage
- Fixed engine inconsistencies