Update 28 changelog
Jump to navigation
Jump to search
Full changelog for Update 28:
Weapons:
- The multiwrench should only trigger on gameplay-relevant destroyables
- Reduced RID charge times by 0.5s
- RID will now be allowed to fire without being fully charged (Requires at least 10% charge)
- RID will scale the damage (0x to 1x) and penetration (0.5x to 1x) linearly depending on charge %.p
- Realigned the land-vehicle and space-vehicle RID version to match the regular RID more
- The vehicle railgun should now properly play FX when charging, and it have gotten a laser indicator to match the normal RID. RID lasers are no longer stopped by glass
- Added LSP and TT4 to sturm passenger turret options
- Added RID to Hare, and MLV to Silverbacks passenger turret options
- The Ammo and healthkit should now behave better when held in hands (Visually)
- Lowered the location projectiles are spawned on the EVR, when using ironsights (Should help with it not blinding you while firing)
- Increased damage of the EVR by 5%
- Re-ranged the falloff start for fighter primaries
- C90 (fighter weapon) now have a proximity radius for exploding and more rounds in the magazine
- Reworked how turrets works on capital ships - a lot of functional fixes to them, some are linked under the captain seat, some under a combined gunne seat
- Interact prompts for seats have been updated to properly resolve the keys, and condensed to fit on the two lines
- Not going through with deploying a deployable will make the deployable “fold back up” visually, rather than be stuck at wherever it was left at
- The deployable sensor should now show a proper name in the equip-bar
- Reload, cooling and ammo mods are available for a few more weapons
- Reduced damage of frag mine-mods by 25%
- Reworked the RID vehicle version to match the infantry
- Bomber weapons (torpedoes, rails, plasma) are now affected by ammo modifiers
- Added silencing mod for the knife; Reduces noise made from holding a charged knife
- Fixed the Ackerson Red4 (Rockets) having finite ammo when being used on bombers’ turrets. They should now have infinite ammunition on-par with the other options for the slot
- Fixed underslung muzzle-effects being unintentionally suppressed by a suppressor
- Fixed weapons dropped, while the underslung firemode is selected, not being valid to pick up again
- The TT4 should look less silly when dropped on the ground
- Fixed the underslung flamer not stopping the fx when out of ammo client-side
- Potentially resolved a number of issues when shooting weapons, that could cause desyncs in firing, either visually or functionally, such as from resupplying, dry-firing a non-reloadable weapon, desyncing amm-ocount, starting to re-fire again too quickly after reloading, etc, the fire happening despite the trigger being de-pressed during a reload, swapping from an empty firemode, weapons capable of reloading while inactive, last shots occasionally desyncing etc.
- Resolved some desyncs with grenades
- Fixed some desyncs with charge-based weapons
- Picking up a weapon should more reliably tell you how much ammo is actually in it
- Projectiles now have a minimum lifespan, that should make it much more likely that their effect happens on clients, despite having hit their target soon after being fired
- The weapons carried on the back should now properly have camo as well
- Implemented and enabled selectable camo on non-faction weapons too
- Using the multiwrench’s leech-effect from support-spec should now properly update the armors visual damage
- Shooting or repairing a neutral interface or turret will no longer grant points
- You are now able to repair neutral interfaces
- Deployables and explosives should now properly be destroyed when a ship explodes
- Vehicle weapons should now converge better at the appropriate distance when pointing vaguely at a target
- Turrets aim should be slightly more accurate
- Nades should no longer explode if they are hit with indirect splash damage (If it had to penetrate to reach it). Should make nades a bit more durable
- Optimized mines
- Mines can now be out-run
- Ion beams no longer overheat, and can begin recharging immediately. There is a delay between firing however
- Adjusted what mods can be applied to spaceship weapons
- Adjusted some of the positives and negatives for weapon mods, to generalize some of them (So they can be applied to more weapons). Couple buffs.
- Medkits and ammocrates should now show the correct ghost-image for the rotation they are placed in
- Space-RID should now properly stop the FX when done shooting
- Fixed an issue with vehicle RID laser-effect being visible through meshes
- Projectiles are now allowed to pass through water
- Plasma projectiles now have a proximity detonation mechanic
- Underbarrel shields should no longer activate while dropping a vehicle
- Underbarrel shields should no longer be able to regenerate while affected by EMP
- Fixed multi-slots (for instance having multiple grenades in the same slot) not being selectable, if the first is out of ammo
- While holding a RID that is more than 10% charged, dodging and jumping is disabled
- Fixed charge persisting after deploying a deployable
- Fixed being able to have multiple deployables stick around above the given limit
- Weapons that are supposed to be put away when empty, should now be properly put away in multiplayer (namely grenades and deployables)
- Improved underslung shields: Their collision should now closer match the visual, and should move with the pawn, rather than being stationary in front in multiplayer
- Deployed turrets should no longer get pushed while they are deploying from being shot
- Excluded Ions from being able to have magazine-size mods
- Underbarrel rockets have been changed to be reload-based. They will automatically start reloading once fired. The reload can however be cancelled by swapping firemodes - which will leave you with nothing in the underbarrel. Should allow underbarrel to be more flexible and give better feedback
- Underbarrel should now have reload animations and sounds
- Deployed flamers should now properly display EMP and hacking fx
- Underbarrel shields should now be disabled when using a shipspawner, rather than float in the air
- Countermeasure flares and drones are now free, and default in loadouts
- Adjusted EVP’s falloff curve; It is now slightly longer range
- Tuned down the distance-based scaling of impact effects a bit to make them less jarringly overscaled in terms of textures and particle density
- NFC weapons now have camo customisation options available as-per faction weaponry
- Minor adjustments to various FP overheat timing/sequences/audio to be more consistent with their durations
- Several missing/bodged animation sequences from the majority of FP weapons added for consistency
Miscellaneous:
- Initial spawning in incursion have been tweaked; The defending team can spawn during the cinematic, while the attacking team have had their cooldown reduced slightly, so they are typically able to spawn ~5s after the cinematic have ended, depending on map
- Added a specific task “wait for introduction” to make it clearer what’s going on at the start
- Tweaked message for being unable to spawn from “UNAVAILABLE FOR
- Hacking CM power now have associated visuals
- Dead pawns should no longer regenerate armour; Should make it clearer whether a body is dead and about to be removed, or bleeding out
- Re-zeroed all scopes and tweaked their positions (etc). Should make the scopes more accurate
- Attempting to swap firemodes have been changed to a sort of brute-force method; It will continue to try to swap until successful, or the player starts firing the weapon. Should make firemode-swapping more reliable - especially in MP
- Reduced assaults effectiveness against Ion beams; It should no longer grant near-immunity during one salvo
- Assault no longer protects against the same things as one-shot protection doesn’t apply to (Game-related things, such as incapacitation damage, environmental burning, etc)
- Getting into, or out of bleedout will now clear assault’s stacks
- Tweaked how overheating from incendiary works: It will now gradually build up heat, then gradually dissipate, leaving some room for actively shooting, if managed properly. If managed improperly, you will still kick the weapon into overheat. Intention is to give infantry a chance of managing heat, rather than guaranteeing you are locked out of your weapon for a while. It should effectively reduce the ROF
- Changing teams should properly clear ownership of vehicles
- Removed the sound and startup fx from NV for now
- Fixed an issue that would deny using neutral seats
- Fixed the currently selected camera on vehicles not being synced to the server, resulting in shots coming from wrong places, if changed
- Double left-clicking on a Capitalship on the Tacmap will now take you to that interior. This will not work on non-boardable enemy ships, since their interiors aren’t viewable normally
- Double right-clicking on nothing in an interior (on a space-map) will now take you (back) to space
- Removed the legacy stat for recoil reduction from infantry body loadouts
- GU34 and L9R should now display more consistent penetration stats for loadout info
- Adjusted some 1st-person weapon arrangements to mitigate clipping with certain resolutions
- Firerate calculations in loadout info should be considerably more reliable
- The loadout-stat for shieldturrets should now reflect actual values
- Fixed a couple other weapon-stats being off
- Fixed the Salamander’s default MGA weapon being called twin
- Reworked Assault Mod: Instead of reducing damage taken, it will now grant an additional nade-slot .Vehicle version increases turret aim-leniency (To match the reduction of recoil on inf. counterpart).
- The stats on vehicle mods for armour and shield values should now actually reflect reality
- Fixed being unable to hotswap off GU34 while reloading and underbarrel.
- Spawning in the small interval between receiving a vehicle-offer and the vehicle-offer blocking your ability to spawn, will no longer mark you as not-interested in the vehicle. It will still decline the offer however.
- The tagbox should now properly update its colour when the target changes ownership (Such as when an objective gets captured)
- When looking at a capital ship, the hover-info will now better depict the subsystems actual hitboxes, and will prioritize what you are looking directly at
- The out-of-range indicator should now be more reliable
- Double-tapping alt (Free-look key), will now re-center the camera to the rotation of the vehicle
- The message stating that “Their <> can be boarded” or that “ours <> can be boarded” should now only fire if it is actually possible for you or the enemy to perform this task on that station/ship
- Bots should have a considerably easier time seeing mechs, and reacting to them
- Bots rank 4 and above taking damage are now more likely to react to it, if they are fighting someone that aren’t really a threat to them currently
- Bots rank 3 and above are more aggressive in their overall shooting
- Bots rank 3 and above will react more to vehicles, and might make an attempt to not be run over
- Bots might crouch more reasonably as infantry
- Bots are now allowed to repair vehicles, even if they are just missing armor
- Bots should be more capable at positioning themself and make proper use of their MW to revive and repair
- Fixed an issue where bots would be unable to revive, if their targets chest was partially stuck in terrain
- Bots should be more likely to respawn to reach their target
- Bots should be less likely to repath back on themself
- Bots have a chance to pick an appropriate fighter based on their current tasking
- Bots have a higher chance to spawn in interiors related to what they want ship-wise, including dropships
- Bots should be more likely to use dropships if relevant to their orders
- Bots skill level 3 and above will now be a lot more insistent on shooting you in space
- Bots are now quicker to shoot at new targets if they were previously shooting someone else
- Fixed a rare issue where being downed with high armor would prevent you from being revived
- Bots should no longer attempt to repair corrosive-damage
- Bots should no longer try to resupply from medkits beyond their healths corroded value
- Bots should be more likely to make haste if their objective is under attack (as both attackers and defenders), and generally be more likely to care
- Bots should be more sensible in their nade-uses
- Couple bot-optimizations
- Somewhat improved bots driving abilities
- Taught bots that they can use stationary turrets, if they are relevant to their current objective
- Bots should no longer immediately re-enter a vehicle they just left
- Fixed bots stacking on the same spot during following a target, in larger squads
- Bots should now look a bit less silly when entering a vehicle
- Bots being in a vehicle as passengers can now decide to bail from it, if they feel it is dangerous to be in. They will be smarter about this depending on their skill. They may also decide to be hesitant with getting into one in the first place
- Squadmate bots will now attempt to spawn as close to their SL as they can, if they share the same objective as it
- Bots will have an easier time entering a vehicle, if it is what they are following
- Bots will stop trying to enter a vehicle, if it is not enterable
- Bots should now be more capable of using the proper mode of the MLI and MLV; They should for instance no longer try to lock onto infantry
- Bots will now have slight reaction-delays to being shot at. Should make them a bit less inhuman, and slightly less predictable
- Bots will now always use detpacks in proximity mode
- Bots should now be aware of shields being invulnerable, which should help them when attacking LZs
- Bots have learned to communicate a bit with each other; They will tell nearby squaddies about an enemy at rank 3 or above. Kinda experimental
- Bots should now be able to dock with friendly stations/carriers
- Get in/Get out now works in capships. Get in will target the first-available squadmate, prioritizing anyone already in the interior. Get out will target whoever seated in the ship
- Bots have learned the basics to being a crewmate of a capship. If they enter the co-pilot seat they will respond to downed subsystems if they deem them important, and otherwise co-pilot gun
- Bots should no longer get stuck in an interior trying to go to space
- Bots should be better at finding a ship to go to space with - even if that is in a different interior
- Bots should now be able to respawn to reach their target, if it’s not reachable by normal means (Such as a non-carrier interior, moving between stations (etc))
- Bots should be less likely to care about invulnerable targets (Such as the new protection-turrets on tannhauser)
- Various tweaks to how bots treat stationary turrets
- High level bots are likely to repair the objective they are defending, if they aren’t otherwise occupied
- A number of tweaks to space/air pathing; Should generally help the bots to crash/get stuck less
- Bots flying a capship should be less likely to ignore getting shot at by something threatening
- Fixed some issues causing bots to repath too often
- Bots should now be better at identifying if an order is in an interior, and what to do about that. They would in some instances try to path through OOB, or just generally be confused about how to handle it
- Bots in capital ships ordered to an interior will try to attack the exterior, or do something else relating to the task. If they can’t, they will pick something else to do space-side
- Bots can be ordered to take a seat in a capship
- Squads should no longer be tasked with following themself in capital ships
- Milnet should now consider all space-objectives, rather than just some
- Milnet will try to distribute objectives more in space, in accordance to its current strategy
- Milnet are more likely to care about defending non-primary-objective things in interiors
- Milnet should no longer make “follow someone follow you” a valid auto-order
- Milnet should be considerably less likely to make your team just crawl up in a corner
- Milnet should now try harder to follow a strategy in space
- Bots should prioritize resupplying their droppod higher
- Handbraking in a hover-vehicle (Basta/Dhaka) will no longer make the body slowly rotate towards your aimpoint
- Minor tweaks to smoothness of changing direction while running and sprinting
- Vehicles are no longer offered based on your personal performance, but rather to your team as a whole, depending on your teams performance
- Reworked all turret-constraints; Should be considerably less likely to be able to shoot the parent vehicle, and generally more logical
- Tentatively made the Turtle amphibious
- Entering water will now do a cute splash effect
- Fixed an issue when exiting vehicles inside water
- Entering and exiting water should be much smoother
- Being in water should no longer result in an imposing T-pose; Instead basic swim animations have been added
- Water should no longer inflict drowning damage: Suits are airtight
- Fixed colors not being properly set in options (Sometimes lacking one or two selections behind)
- Changing colors in options should now update most of the uses of them in the HUD
- Reworked the default control scheme for controllers to include considerably more actions, and hopefully be more intuitive. One of the limitations are that you cannot do broadcasts while in vehicles, there’s no way to change camera-views or seats.
- Added config variable ‘bControlsCenteredFighters’. If true, will center the crosshairs on fighters and gunships. Intended to be used with controllers
- Added config variable ‘bUseNewCamSpeedEffect’. If false, will use the old space-particles (For anyone finding the new particles causing any degree of motion-sickness)
- Added config variable ‘SortLoadoutsBy’, based on the value, it will sort the loadouts - 0: By creation-time (as they were created)
- Added config variable ‘RestrictToTeamNumber’. If specified, will restrict players to only picking this team (0 = ula, 1 = aia, -1 any). Might be helpful for PVE
- Fixed contextual hint for acid to reflect reality
- Fixed an issue on certain maps where ships would have intense lenseflare-like effects
- Potentially fixed a visual desync when moving between seats
- Vehicles that can be uprighted will now automatically attempt to do so, when the driver have been kicked from the vehicle twice within a short timespan to prevent vehicles that you can enter, and get kicked from again shortly
- Sensornades and scout mod should now again properly award support points
- Hackspikes should now again only be attackable when not affected by out-of-bounds
- Fixed a couple corrosion related issues
- Potentially resolved an issue where you could get re-offered a vehicle while already having one active
- Cricket/Dragoon should now properly clear their corrosion stacks when resupplying
- Order-related callouts (attack/defend/follow/moveto) made by a squadleader should no longer be sent to the commander. Additionally, they should now properly be sent from the commander to squadleaders
- Somewhat reworked initial spawn-delay. Overall everyone spawns earlier, and the defenders setup-time can now be variable per-map. Generally reduced the spawndelay. Added UI messaging to support. Should make for a better overall experience, feedback welcome.
- Fixed a resupply-issue that would sometime cause you to end up with less ammo than you had
- Implemented a maximum timer for being in the ‘drop-vehicle’ screen of 120 seconds. After which the vehicle will be declined.
- Dropped weapons with no ammo can now be picked up: No more losing your weapon by accident by exchanging it, or weapons that looks like you can pick up, but no prompt for it
- Dropped weapons that doesn’t have any ammunition will now have “(empty)” appended after their name
- Loadout doll: - Can now be rotated with RMB. This makes the doll face your cursor. Rotating with MMB is still a thing.
- Prestiging: - Fixed some windows unintentionally opening or closing after confirming prestige
- Fixed some issues with assigning orders on tacmap. Additionally should be better about showing current targets
- Fixed some issues with players not showing up on tacmap occasionally
- While trying to deploy on tacmap, the error message will be highlighted in enemy-colour, if it’s an issue you need to resolve (such as trying to deploy with a loadout that’s too expensive, looking at somewhere without a spawnpoint, the ship being in red-alert, etc)
- Tacmap quality-of-life improvements: - Pressing Enter is now an alternative to clicking “deploy”
- Ships that will take you to space will now be shown on the tacmaps of that interior. This includes dropships which will have the owning-teams coloring
- Changed setting TerritoriesStartingTicketsMultiplier value to 66, down from 100. This makes the duration of territories matches shorter (66% of the configured tickets). Should put their time-duration more in line with incursions
- Adjusted the combat xp, so you get 10 more for the first 5 ranks. Fixes some default loadouts being unaffordable, and gives you slightly more flexibility early-game
- Tweaked Partisan: - Should get stuck less. If stuck, got an unstuck routine
- Tweaked mechs; among other changes, its arms will attempt to extend to reach over obstacles. It also features better IK solving. It should also be slightly more forgiving as to how run-over damage is dealt
- Vehicles should now be informed that their driver is dead, and turn off; This will most notably make gunships fall to the ground if they are driverless
- Shielded vehicles will no longer get a random amount of iframes once the shield is downed. It should go down immediately
- Shock plating no longer applies to shields
- Turtle mod no longer applies to shields
- Exiting a vehicle should no longer allow it to place you inside level geom or under the level
- Broadcasting "get in" within 15s of a vehicledrop will allow the first-available squadmember to redeploy on you to take the gunner-position
- The ingame console will now show what team a bot joined, rather than generic “team”
- When LZ’s dropships lands their pod, they will emit an EMP wave, blowing up any placed explosives, and EMP’ing anything else nearby. Same effect applies to boardingtubes
- Replaced the “flying in space” debris effect: Note config ‘bUseNewCamSpeedEffect’ if this causes discomfort
- Reworked default vehicle loadouts. Prior ones have been renamed “blank slate” for convenience. The loadouts should make it easier to jump into a vehicle without first configuring everything. Note that this only applies if you don’t have an AFFLoadout.ini file in the configs
- Broadcast “get out” now have a chat message associated with it
- Fixed some strings not resolving to their appropriate keybind in the alerts (Such as “redeploy to follow order”)
- Fixed “station/ship can now be boarded” messages not showing up initially
- Refined messaging for boarding a neutral station (ixion). They should now be more informative
- Boarding-related messages now use the longer name, rather than generic for stations: for instance “Halifax trading station” instead of “station” - Some of these names might be wrong. Please do report any that strikes you as odd
- Pressing tab or esc should no longer clear your current selection in scoreboard
- Disabled freelook in loadout, scoreboard and serverbrowser, so alt-tabbing doesn’t clear your current selection
- Tweaked loadout-list to not have your picked option be the first or last when possible, to highlight that you have options above/below, and making it easier to click your way through the list
- Fixed various issues with spawn-shields in capships not working as intended
- All turret-calculations have been moved engine-side, and fixed up. Additionally, all turrets have had their aim-restrictions reviewed
- Potentially reduced the instability in turrets when they aim
- 3rdp camera (officially unsupported) no longer lets you shoot wherever you please
- 1: Alphabetically, with unaffordable pushed to the bottom
- 2: Alphabetically, with unaffordable descending
- 3: Based on affordability
- 4: Alphabetically
- 5: By creation-time, with unaffordable pushed to the bottom
- Can now be moved in the box by using LMB. Helps with looking at specific spots of the weapon when combined with zooming
- Holding alt while moving your cursor is now an alternative to zooming
- Added some effects and other misc fluff to prestiging: Best experienced when doing it while viewing an infantry model
- Using MMB on the loadout doll will now move it relative to the camera-view
- Right arrow key will go to the next location. If there is only one location on the map, it will go to the next spawnpoint
- Holding sprint and clicking right arrowkey will go to the next spawnpoint in location
- Left arrow key will go to the previous location. If there is only one location on the map, it will go to the previous spawnpoint
- Holding sprint and clicking left arrowkey will go to the previous spawnpoint in location
- Should be less glitchy when colliding with stuff
- Tweaked driving slightly
- Holding handbrake will raise the vehicle slightly
Spectating:
- Fixed the text you receive when being moved to spectators for idling, not resolving the key to rejoin in the text to an actual key
- Fixed pawns occasionally being left mindlessly behind when forcibly being moved to spectating for idling
- Spectators are now considered non-voters as intended during votes for map changes
- Clicking esc in the faction-select screen will now return you as spectator, if you have made your choice initially
- RMB is no longer free-roam. This functionality have been moved to shift+RMB and shift+LMB, or holding alt
- RMB now goes back to the previously viewed player
- Q/E (leaning) will now move up/down similar to space/ctrl
- Holding shift will now double the movement speed of your camera
- Spectating a specific target should now follow it through deaths, vehicle drops (etc)
- Spectating someone should now more reliably display their information on the hover-bar, regardless if the view is obstructed by someone else or geometry
- Selecting spectator in singleplayer should now start the match
- Spectators are now able to hotkey locations or players to quickly return to, by holding ctrl and clicking number 0-9. Later clicking that number will take you there (if you did it during free-roam) or to the player. By default there are some WIP locations of objectives on these keys. Note that the settings are not permanent
- Spectators can now use a basic version of the scoreboard to view some information about players. Clicking their name on the list will bring you to them for spectating
- Messages sent by a spectator can now be told apart from enemies in chat
- Spectators can now tell the two teams messages in chat apart; AIA is always red, while ULA is always blue (Or whichever colours you have friend and foe set to)
Boarding:
- The space-side boarding when using Crickets should now look a lot more sane, with the dropship approaching the ship, and leaving the pod in an attached-to-the-ship position
- While near a boarding point in a non-dropship (fighter for instance), the message will now tell you the name of your factions dropships (Cricket / Dragoon) needed to board
- Added a contextual hint for trying to board with a non-boardship
- Fixed an issue that would make boarding points show up as valid, while they are not
- Fixed the “dock with” objective not showing up in-world with a marker (visible if you are trying to reach a location that can be docked with)
- Attached boarding pods will no longer be shot at by the ships AI turrets, and can’t be targeted by lock-on weapons originating from the ship (Safety overrides)
- Refined a number of bits on boarding-related takeoff, space and boarding Crickets/Dragoons/boarding-tubes, such as better respecting the orientation you have, the objects being more aligned, etc. The transitions should be considerably smoother. Also potentially fixed being able to get stuck in the space-side pod during boarding
- Before takeoff, the prompt for piloting in the back of a dropship will be visible. Once occupied, it will change to a box telling you the current status of the takeoff - including a timer
- When waiting for launch clearance in a dropship, it will now tell you how long you have to wait with a timer
- The Cricket pod should now look more proper when attaching and attached space-side
- Updated Dragoon’s pod
- Potentially fixed pods being hard-to-shoot for bots, or floating away from the ships
Performance/Engine:
- Fixed switching between fullscreen and windowed sometimes outright crashing the renderer, especially in DX11
- Fixed vsync and borderless mode not working consistently in DX11
- Fixed resolution dropdown not working correctly after switching from fullscreen to windowed.
- Fixed shader state cache getting wiped between frames, resulting in shader's InputLayout getting rebuilt every frame and hueg framerate chug.
- Changed how visibility and LOD fading states are stored for primitives - further improves per-frame performance of heavy scenes, reduces memory footprints and fixes some tiny memory leaks.
- Done a whole bunch more optimization on decal, culling and renderer in general.
- Fixed a number of uncached stuff that’d cook during runtime
- Various spaceship-related performance improvements
- Various bot-performance improvements
- Trace, pawn and camera performance improvements
- Fixed an issue causing low-fps to spiral out of control
Models:
- A number of collision tweaks and minor model updates, patching holes and similar; Mostly on Errah-related models
- Optimized lightmap resolutions on many meshes across maps
Maps:
- The AIA rocketplatform (Used on mirnoide) have been changed from having armor, to having more health total
- Destroyables that are part of space-side objectives have had their health massively increased
- Standardized how the assets available on a map is displayed in the briefingroom - It should now be more accurate, and show for ground-maps aswell
- The briefingrooms’ lightrooms now allows you to shoot
- Guards in the briefingrooms no longer holds their breath after seeing you
- Fixed some misc issues with the background scenes played on the menu. Slight optimizations as well.
- Fixed some issue with the core on carriers not being properly shootable and pathable by bots
- Fixed various issues in ULA hangar, with floating stuff, bad collisions etc
- Fortress: - Fixed a couple meshes you could hide in
- Fortress Territories: - Some cover and the warehouse-buildings should now be rendered from further away, to make it more obvious that they exist when you can see them. Previously a lot of doubt about what is a window, what is a door, and what is a solid wall (etc)
- Mirnoide: - Tweaked position of objective J (Lower objective in desert biodome). It is now less exposed to AV fire
- Anaster: - a number of improvements to pathing
- Lukather: - Tweaked the outer-walls in the terminal to be cleaner, with less holes, and less z-fighting
- YTS: - Fixed some cover being partially in the floors
- Irega: - Fixed some z-fighting, mesh-holes and bad mesh placement near the stairs to the incursion final obj room
- Lacroix: - Resolved some cases of z-fighting in interior
- Poranti: - Added an additional path to the p2 lower area
- Igneous: - Enabled bullet-collision on the centrepiece in p3
- Ascella: - Adjusted the p2 out of bounds to be slightly more forgiving, and open up another path towards the p1 objectives
- Meudeverre: - Recessed the AIA hangar spawn further during p3
- Tannhauser: - Potentially resolved the occasional framestutter
- Huginn: - Fixed one of the dropships being misconfigured, where it would not reliably move the players in the back to the ship when taking off, but rather kill them
- Ranger: - Fixed some misconfigured shields. They can no longer be unintentionally disabled by shooting them
- Anubis: - Fixed some misconfigured shields. They can no longer be unintentionally disabled by shooting them
- Khamun: - Tweaked some staircases so bots should have an easier time pathing
- Griphon: - Misc interior tweaks
- NB3345: - A bit of a performance improvement from bot pathing
- Errah: - Removed collision-meshes in city-area; Enabled collision on buildings instead
- Errah territories: - Tweaked a lot of collision
- Delta: - Minor terraforming near one of the AIA spawns to make the pod look properly grounded
- Ixion: - Fixed misconfigured objectives in p3: They should now properly be delayed activated as intended, to match the OOB
- Mazikeen: - Should now properly be listed as a “mixed ships” map
- Tweaked the FX for dropships; There should no longer be a flash of visibility when they get activated
- Tweaked railings and ramps around obj B to look more solid
- (by proxy of the model update, resolved some bad meshes)
- Bit of minor terraforming around some objects that weren't fully grounded
- Stationary turrets will now respawn to match the use on other maps
- Fixed an invisible wall you could get stomped on going towards hillside p1 objective
- Various pathing improvements
- Destroyable actors in p1 area should now reflect whether they are destroyed visually
- Various collision tweaks
- Blocked off part of the wall that you could get stuck in, when on top of the garage-building
- Fixed some more out-of-bounds issues
- Tweaked all the stands in terminal to not have floating bits
- Patched some misc. holes around the place
- Grounded some misc. floating objects
- Tweaked the p2 and p3 out of bounds to be a bit more flexible, and not unintentionally include the LZs
- Fixed a number of misalignments in p3 areas, and misc collision and consistency-changes
- Added some invisible ramps to the staircases in the tower, that should make navigating them a little nicer
- Enabled bullet-collision on plants
- Bots can use the thing
- Tweaked some collision on a p3 building to make moving around it nicer, and resolved some misc objects being slightly misplaced
- (Territories) Tweaked some of the railings slightly
- Tweaked collision on the hillside bunker, and grounded some floaty objects
- (by proxy of the model update, resolved some shoot-through-the-world holes in staircases)
- Fixed some collision issues near the p2 LZs
- Grounded a number of floating yellow barrels
- Handful of other misc collision tweaks
- You should no longer fall near-forever in irega territories before dying
- Fixed some out-of-bounds issues near obj A and the corresponding LZ
- Fixed some misc collision issues in that area
- Tweaked some collision, and resolved some holes-through-the-world
- Moved some cover around in the hangar to block some sightlines, while making the new right-side approach more viable
- Added a new path to the right-side obj, that should open up the map a little more
- Slightly increased ULA traveltimes from spawn
- Fixed some other misc material issues and placements
- Moved the p4 shipspawners a bit, so they shouldn’t be interactable from underneath the platforms
- Fixed some spots where you could get out-of-bounds
- Fixed some objects that lacked collision
- Exiting the p2 AIA spawn should no longer occasionally snag you
- The room before the reactor in p2 should feel a little less claustrophobic
- The floor in the reactor room (in p2) have been made thicker
- Tweaked the space-side hangars to be slightly better looking and collidable
- Fixed the space-view inside p1 displaying some stuff poorly
- Fixed being able to hide in the meshes above Objective A
- Fixed missing collision on roof pieces overlooking obj D
- Resolved some more issues with the p2 buildings, like small gaps in geometry
- Added functional doors to p2 hillside buildings. The building will be locked off until p2 begins
- Removed the visual dropship in the p2/p3 hangar. It wasn’t enabled, but there visually, which caused confusion.
- (Territories) Fixed an issue where the initial introduction would misbehave with the time it actually takes, versus the time the UI thinks it takes
- Fixed various interior stuff floating
- various minor tweaks
- Added stairs and tweaked a lot of the “ice-level” stuff under pathways. Should be more bot-friendly if they end up there, and make it generally easier for players to get back up
- Misc. performance improvements
- Fixed some z-fighting
- Removed some duplicate actors
- Reduced grime on interior walls
- Increased p3 ULA spawn protection to deter gunships spawncamping
- Fixed some floating lights in launch chamber
- Added a lot of blocking to p2 objectives so gunships will have a very hard time hitting them
- Fixed some arrows glitching out
- Fixed a number of pathing issues
- Bots should be less likely to fly under the platform and getting themself killed
- Fixed some misconfigured shields. They can no longer be unintentionally disabled by shooting them
- Fixed the main ramp snagging players
- Fixed some more holes
- Grounded some floaty bits
- Tweaked a bit more collision
- Fixed some places on the bridge you could hide in
- Fixed a specific issue with the ranger that have dropships: Bots should now consider it a valid resupply-point, among other bot-logic fixes
- Fixed some misconfigured shields. They can no longer be unintentionally disabled by shooting them
- Couple tweaks to bridge-spawn that should help bots pathing
- Fixed some issues with the bridge collision-wise and mesh-wise
- Terrain tweaks near droppods, p2 upper area
- Misc Z-fighting fixes
- Collision tweaks
- Couple million mesh-tweaks
- Fixed the bridge up
- Grounded a lot of floating shit
- Adjusted and properly sized and protected spawns
- Containers and some other objects in p1 area should no longer be culled (since it looks weird when flying, and during intro)
- Added missing signs to the posts in p2 lower area
- Removed csg (Random black box) from p2 spawn
- Moved some meshes around to try and make better room for vehicles at the back-part of p3 area
- Tweaks in p3 city to make vechs have a little easier time moving
- Medical cabinets are now orange
- A lot of other misc tweaks that was done to the terries version
- p2 OOB moved to actually cover p2 objs
- Nudged some vehicle drop locations in p1, p2 to be more sensible
- The pipes should now have more reliable collision
- Bots should no longer think they can path on the p1 pumpstation, which would leave them stuck
- Tweaked the water to not partially clip terrain in some places, and made it fit the size of the pool better
- Fixed misconfigured objectives. They should now respect the OOB delay
- Pathing should be more aware of fences, which bots occasionally thought they could path through
- Added effects to the pool
- Tweaked exterior bits of p3 buildings to not be floating and clip as much
- The ground under the p3 city should now properly do the proper FX when shot
- Tweaked a lot of models
- Reduced the number of actors on the map dramatically, since the buildings now handle their own collision
- Tweaked some of the fenced in areas to be more sensible
- Fixed a lot of clipping and floating objects
- Misc bits of terraforming
- Replaced the AIA tech in the ULA spawns with ULA
- Other misc tweaks
- Fixed an exterior stair not properly connected
- Initial cinematic now have the intended length
- Small rocks should now be properly attached to the landscape, rather than occasionally slightly floating above
- A number of tweaks to the ships takeoff sequence from the station
- Ships inside will now be visually restocked
- Tweaked the markers (A1, B1, C1) to use consistent colouring, and made their positions more logical, so they can better be used for navigation
- Names of objectives in incursion should now be shown on the tag-box
- Potentially fixed the areas that will become boarded from “randomly” killing people traversing them
- Potentially fixed the windows to not clip meshes