Tiny Combat Arena is an approachable combat flight simulator sporting a stylized look and various game modes. Dogfight your way in the Arena and in Quick Action or craft your own scenarios and take part in a vast war with objectives and friendly armies to support.
This patch adds the third training mission, demonstrating capturing of bases using APCs. To drive this, and to have the mission teach players about how to deal with tanks, this came a whole host of new mechanics relating to bullets and armor, and a massive rebalance of all vehicles and air to ground weapons!
[img]https://i.imgur.com/4bWZCKZ.gif[/img]
There will be more posts in the near future about each of the new features, before the patch hits the main branch, detailing out what changed and the rationale behind them!
[h2]Changelog[/h2]
[code]New Features:
- Bullet can ricochet off of terrain
+ Gravity handled on a per-bullet basis
+ ExplodeOnImpact bullets ricochet at shallower angles than AP
+ Threshold for ricochet off ground depends on hardness of surface
- Groups spawned from strategic targets can be "primed" to attack a specific target
- New armor and damage mechanics to add variety to vehicles and weapons
+ Munitions (bombs, missiles, etc.) use a simple penetration >= armor check against armor
+ Completely new calculations for how HE damage is reduced by armor (see tool)
+ Penetration is now checked against for a chance to ricochet (see tool)
+ Ricochets against vehicles do not happen on bullets where "ExplodeOnImpact" is true
+ Penetration check for impact will still happen on impacts even if "ExplodeOnImpact" is true
- Ammo belt functionality added to aircraft
+ Selected ammo type displayed next to gun ammo count in loadout dialog
+ If no ammo belt is defined for aircraft, guns call back on their defined bullet
+ Arena UI shows gun ammo and belt in the loadout preview box
+ AI use average gravity of ammo belt for air to air gunnery
+ Gun piper max range cue is based on average in ammo belt
+ Gun piper A-A aimpoint calculations based (also used by AI) on average gravity of belt
+ Gun piper A-G aimpoint calculations based on average gravity and max range of ammo belt
+ Added "Select Ammo" button to loadout dialog, hidden when no ammo belts are defined
+ Selected ammo type displayed next to gun ammo count in loadout dialog
- All damageable objecs have a specifically defiend attrition cost
- All vehicles and aircraft default to 1 attrition cost
- Added "Capture" training mission
+ Capture Kogasa with M113 convoy
+ Protect the convoy of M113s against the medium tank T-62
Improvements:
- Arena mission objectives and flags are serializable
- Arena missions can set camera height
- Targets store a "size"
- All buildings now have their size prescribed in the prefab and at build time
- Adjusted weights for the pathfinding to favor roads more when out of combat
- Temporarily(?) disabled wrecks blocking the navmesh to prevent bridges from getting blocked and improve navigation
- Vehicles are smaller for navigation and collision avoidance purposes
- Tweaked the effect of roads on vehicle movement
+ Road movement boosts acceleration (50%) and turn rate (100%)
+ Road speed bonus reduced 50% -> 25%
- Updates to vehicle targeting
+ Visually based targeting checks for line of sight
+ Targeting handled from top of vehicles rather than centroid
+ Vehicles will no longer turn around and drive away from targets that get too close
- Radars now check for terrain line of sight
- Loadout dialog slightly widened
- Arena mission selector shows a "recommended" aircraft, ammo belt, and loadout
- Many new impact effects specific to AP shells for autocannons and cannons
- Attrition Display now visible during an Arena sortie
- Added options for Always Show or Auto Hide for the Attrition Display (defaults to Always Show)
- Better logging when bullets have missing or incorrect effects
- Updated Mk20 description and tactics in database
Bugfixes:
- Many buildings now correctly contribute to the navmesh
- Fixed/added navmesh to the rest of the islands
- Major navmesh improvements to the big island
- Fixed cliffside near Shou not having a collision mesh
- Missile launchers will now reload when empty and out of combat
- Strategic target capture and disable objectives are functional again
- Fixed null reference when landing at random spot on the ground
- Damageable parts (e.g. wings) no longer each deduct 1 attrition when destroyed
- Fixed Attrition Display not initializing correctly after respawn
Balance:
- Big balance pass on almost all vehicles and weapons to use new armor and penetration values
- In general: Vehicles have a lot more HP, and are more armored
- In general: Effectiveness of gun against armor is reduced
- In general: Munitions are much more necessary to destroy armored targets
- In general: Tank cannon accuracy and effectiveness greatly increased
- M113/BTR70/M113/M48/SA9: HP increased 50 -> 100, Armored increased 0 -> 1
- BMP1: HP increased 60 -> 100, Armor increased 0 -> 2
- M1: HP increased 200 -> 500, Armor increased 1 -> 9
- T80B/M1A1: HP increased 200 -> 500, Armor increased 1 -> 10
- M60A1/T62: HP increased 100 -> 350, Armor increased 1 -> 5
- Shilka: HP increased 75 -> 125, Armor increased 0 -> 1
- ZSU57: HP increased 75 -> 220, Armor increased 0 -> 3
- M2/KPVT: Penetration increased 0 -> 1
- 2A28/M68: Deviation reduced 2.0 -> 0.5
- 2A20: Deviation reduced 2.0 -> 0.2
- M256/2A46-2: Deviation reduced 0.5 -> 0.1
- M256: Fires new 120mm NATO round
- 73mm HEAT: Impact damage increased 50 -> 100, Penetration increased 0 -> 1
- 105mm NATO: Impact damage increased 50 -> 150, Penetration increased 1 -> 8
- 120mm NATO (new): Impact damage 250, Penetration 15
- 115mm USSR: Impact damage increased 50 -> 160, Penetration increased 1 -> 7
- 125mm USSR: Impact damage increased 75 -> 275, Penetratio increased 2 -> 15
- GAU12 on AV8B has 3 ammo belt options: Mixed, High Explosive, and Armor Piercing
- GAU12 HE round has 15 splash damage and explodes on timeout
- GAU12 AP round does 12 AP damage with penetration of 3 and has a longer range and flatter trajectory than HE
- Attrition training mission defaults to HE ammo belt
- Big balance pass on all A/G munitions to bring them in line with the stronger vehicles
- Mk20 splash penetration 2 -> 10
- Mk20 splash damage 25 -> 100
- Mk82, Mk82SE splash damage 100 -> 200
- Mk82, Mk82AB, Mk82SE impact penetration 1 -> 10
- Mk82, Mk82AB, Mk82SE impact damage 200 -> 500
- Mk82AB splash damage 100 -> 250
- Mk83 impact damage 400 -> 800
- Mk83 impact penetratin 1 -> 13
- Mk83 splash damage 200 -> 400
- Mk84 impact damage 800 -> 1600
- Mk84 splash damage 300 -> 600
- AGM65D impact damage 200 -> 650
JSON:
- Added "InitialCamHeight" to the Arena definition
- Aircraft now have a "Size" property similar to vehicles
- Added "AmmoBelts" array property to Aircraft loadout definition (see AV8B loadout for example)
- Added "PlayerAmmoBelt" to set default ammo belt for plaeyrs in Arena Mission definition
- Added "Attrition" parameter to vehicle and aircraft definitions to define attrition deducted when destroyed
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