0.2.24.7 - Fields Scenario & AI Reworks (Geometrics Alpha)

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