Hi all,
This update's for the 0.2 alpha, you'll have to opt-in to play it:
[img]{STEAM_CLAN_IMAGE}/40992535/d3987dbd1af5d3e89278c8b07e45bc608fb55289.png[/img]
[h3]Fields Rework[/h3]
Fields has been reworked using the new scenario tech to intensify its long-range big-battle feel, and to generally make it more of a challenge.
The map has been expanded westwards by about 500m (50% wider) to make it less of a corridor and promote different ways of tackling it.
Spoilers ahead, so skip this section if you'd like to do the scenario blind:
[spoiler][b]Heavies at the back changes[/b][list]
[*] They're now a much tougher design, requiring the best AT guns of the period to pierce the frontal armour.
[*] They'll no longer charge at you. Instead, they'll hold the hill and fire down on you.
[*] They spawn at the start of the scenario, so you'll have to fight them and the light tanks simultaneously.
[*] If you charge them with greater numbers or they take heavy losses, they'll fall back.
[/list]
[b]Aggressive lights changes[/b][list]
[*] There's now AT variants scattered amongst their ranks.
[*] They split up into two groups to form a crossfire.
[*] If you avoid engaging them, they'll turn around and chase you down.
[/list]
Profile now matters more than ever due to the shallow hill cover from the enemy heavies while you engage the enemy lights.
You can head west to avoid a close quarters fight with the light tanks and use a hill as a shield from the heavies.
Doing so opens you up to flanking fire from the lights.
The scenario can now be completed by reaching an exit point, providing a way for mobility focused designs to succeed.
Should you break through a flank, the enemies on the other flank will relocate to fire at you from the side.[/spoiler]
[h3]Changes[/h3]
[list]
[*] Reimplemented Fields map.
[*] Added a 'None' powertrain option to remove the powertrain and tracks entirely, allowing you to make stationary AT guns.
[*] Reimplemented camera shake.
[*] Camera shake no longer affects the position of your crosshair.
[*] Camera shake now affects your view rotation as well as its position, instead of only affecting camera position.
[*] Camera shake now affects scope view.
[*] Added an impulse-based camera shake which adds more weight to sudden events (cannon fires, received hits, vehicle collisions).
[*] Greatly improved AI handling of mission and player orders. They should no longer get confused and sit around doing nothing.
[*] Reimplemented bot formations.
[*] Bots now follow their adjacent vehicle in formations, instead of following the lead vehicle directly. Improves turning and makes formations feel more organic.
[*] Taking control of a member of a formation and driving off will break the formation into two separate formations.
[*] Bots now halt until the slot in front of their assigned formation slot is filled, instead of all bots trying to immediately rush to their assigned spot.
[*] Greatly improved the driving precision of bots. Allows tight enough manuvering for urban maps.
[*] Bots now zero-in their shots when not moving, getting more accurate over time.
[*] Allies on Dunes no longer charge in by default. Instead, they'll advance until they see an enemy and then stop while they engage.
[*] Reimplemented the 'Move to' bot command. It's more reliable now.
[*] Disabled the dip to black when switching vehicles below 100m.
[*] Reimplemented the ability to control the vehicle you're aimed at ('C' by default).
[*] Vehicle cycling now favours non-immobilized vehicles.
[*] Lowered ignition rate of flameouts, slowing down how quickly they ramp up.
[*] Flameouts now need to build up enough pressure to blow the hatches and become visible.
[*] Charging an enemy you outnumber will cause them to fall back in reverse.
[*] Added stall prevention to driver AI. Below a certain RPM, drivers will ease off the throttle to let the engine get up to speed. Stops bots getting stuck on hills.
[*] Separated turret rings and baskets from the 'Exterior' category in the overlay settings.
[*] Allies on Fields now start in a convoy.
[*] Added 1 decimal place to roller array angle property.
[*] Shrunk the size of bushes on fields.
[*] Added flowers to fields.
[*] Moved the building area closer to the action on fields.
[*] Disabled red tint take damage effect until it's better implemented.
[/list]
[h3]Fixes[/h3]
[list]
[*] Fixed mirrored addon structures not adding the mass of the mirror.
[*] Fixed vehicles not colliding with each other and the environment.
[*] Fixed crash when switching wheel layout to grouped on old blueprints converted to 0.2.
[*] Fixed decals flickering. More noticeable at high speeds.
[*] Fixed bots not accounting for their vehicle speed in their aiming. Allowing bots to actually hit things while moving.
[*] Fixed bots never applying full throttle when driving up slopes.
[/list]
[b]Known issues[/b]
[list]
[*] AIs do not avoid one-another
[*] AIs do not check if another ally is in their line-of-fire.
[*] Formation of large formations now takes too long.
[/list]
The remaining features before 0.2 is feature complete and at feature parity with 0.127, in order of highest priority:
[olist]
[*] Better crew posture manipulation controls
[*] Improved freeform selection tools
[*] Saving and loading of individual parts
[*] Radios
[*] Turret and part decoupling
[/olist]
The scenarios will be returning over time when their respective tech is updated.
After that, 0.2 enters beta. The beta will only receive fixes, optimizations and iterations on existing features.
- Hamish