0.15.2.1 Patch Notes

Tiny Combat Arena

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 will be pushed to the main branch very soon. [h2]Changelog[/h2] [code]0.15.2.1 (September 30 2024) New Features: - Handling for neutral bases - APCs will capture neutral bases, tanks will not - Laser guidance type will continue to guide weapons as long as there is line of sight to aircraft post-launch - Laser guided weapons can acquire their targets post-launch, allowing them to be fired beyond their seeker max range - Added "AGM-64C" short range laser guided anti-tank missile with 2x and 4x launchers - "Close Air Support" loadout now had 8x AGM-64C - Notification when bases are being captured - Added support for "Spinners" for aircraft (see JSON section) - Spinners only spin when the engine is running - Ability for Arena missions to create custom Strategic Targets at runtime - Added T-72 Ural, only slightly more armored than the average medium tank, but with a great gun - Custom strategic targets can have custom spawn points - Added new training mission 4, focusing on armor and anti-tank weapons Improvements: - Attrition can be disabled per-side by setting starting tickets to negative - Attrition display will display a single bar if only one side is using the mechanic - Added "Tactical" entry to Arena mission briefings - Updated formatting of the mission briefings - Updated descriptions for existing training missions with the new tactical entries - Missions can set a custom number of tickets that the player costs on death - Campaigns can be hidden from selection, and test campaign has been hidden (obsolete, and source of many bugs) - Civilian color is now a gray color - Tickets no longer deducted once the mission has been completed - Currently selected Arena mission is now highlighted on the Arena mission selector - Better initial camera positions for the Arena training missions - Changed the Arena sortie unable text "No pilots available" -> "No Sorties Available" - Mission status messages last longer on screen - Depleting red tickets automatically results in a win - Depleting blue tickets automatically results in a loss - Depleting pilots automatically results in a loss - When missions are completed, new sorties cannot be started - Slightly smoother Arena camera movement - Tinted AV8B forward canopy for easier to read HUD - Vehicles don't slow down if they are firing on air targets only Bugfixes: - Custom attrition costs are now respected (e.g.) - Frontline arrows will shrink in size if the bases are too close to each other - Fixed rearm/refuel dialog not being updated when rearm/refuel is pressed - Bases too close together have their frontline arrows rendered with no weird clipping - Weapons symbology is hidden when weight on wheels - Flight messages no longer block mouse clicks - Fixed fuel tanks and cosmetic stores not appearing correctly on pylons set to hide when unloaded - Sortie button no longer overlaps loadout buttonw hen sortie unavailable - "ReloadsLeft" for vehicle missile turrets should now function correctly - Fixes to arena capture/disable/attrition events not firing correctly - Fixed loading order of the triple Maverick rack - Moved the flight messages to not overlap certain HUD elements - Fixed fuel weight being incorrect in the pre-sortie loadout screen - Retooling of "Capture" training mission to only use the small Sand Island island to make it go quicker - Vehicles spawn directly onto the navmesh instead of terrain clamped - Fixed NRE from laser on destroyed targets - All spawn points are now used correctly for Strategic Targets instead of just the first one Balance: - M2 damage increased 5 -> 12 - KPVT damage increased 8 -> 15 - Increased yaw RCS on AV8B 7000 -> 14000 - AGM-65D tweaks to make it fit the role of the high power "standoff" long ranged anti-tank and anti-air weapon + Drag greatly reduced to fit description better and be more in line with bombs 0.1 -> 0.025 + Motor duration reduced 6 -> 5 + Max effective range increased 10000 -> 12000 + Effective range increased 8000 -> 9000 + MaxG reduced 7 -> 4 + Updated database description - Mission 2 now uses the High Drag Bombs for the default loadout - Mission 2 added new primary objective to prevent capture of home base - Increased drag on Mk82 "Snakeyes" to make them easier to use 0.2 -> 0.5 - Tanks will fire on passing aircraft with their main gun, but won't lead them correctly JSON: - "IsHidden" can be set to "true" in the Campaign definition - "Attrition" property for Vehicle and Aircraft definitions now functional (defaults to 1) - Fixed typo in the aircraft bullet pool definition (BulletConstants.json, "Aicraft" -> "Aircraft") - "ReloadsLeft" set to -1 will be infinite - "ReloadsLeft" set to a positive number will allow the launcher to be reloaded that many times - "GuidanceType" now has possible value of "Laser" - Added "Spinners" list to the aircraft definition (see vehicles for example)[/code]