~6~BDevelopment Log ~2~4Saturday, December 26th, 2009~2 (AYB) ~b"Changes"~b All combat vehicle costs increased by 60%-100% (except strider) Primary AT weapons now have a minimal point requirement Tank & Artillery turrets no longer have hp; gunner will always survive a vehicle death Trident passenger armor thickness slightly increased Cash crate option no longer destroys workbench ~2~4Thursday, December 24th, 2009~2 (AYB) ~bItem "Fixes":~b Vehicle AC beefed - now no longer TK's self, and has speed inherits Sprint shoes removed for now Uber Mortar shells gravity increased by 3.8% Tank Vector Nerfed Trident Vector beefed - 20 energy to fire (was 30) Gungnir weapon now TK's TD range increased from 600 to 800 SW Combat Armor weight reduced by 4.5kg Money should no longer DC the user ~bVehicle "Fixes":~b Fixed Bunker Factory graphics Fixed Cash Crate pickup Trident no longer gets hit by its own AC ~2~4Monday, December 21st, 2009~2 (AYB) ~bVehicle "Fixes":~b Commando height reverted Firing heights for several tanks fixed Factory structures graphics raised slightly Platypus can now skim over green Combat Bikes' armor slightly boosted HQ should no longer count as a "turret" ~bItem "FixesĦ°:~b oMAF OSM DC bug fixed for the nth time Platypus HV fixed RPG Tandem penetrator fixed Sonic Cannon now triggers on intended structures ~2~4Wednesday, September 28, 2009~2 (Axidus)~b Combat Awareness time has been set to 0 GMG fixes: Clip size 4 20 prefire 0 fire delay (from 0/15) Explosive damage (45 > 40) Factory Bunker graphic changed Commandos - 10 pixels shorter (test) Thor removed for now (beefs outdoor basing) Tank firing heights have been reduced, bunkers remain high (beef outdoor basing) Cash crate added to work bench Sprint shoes back in... CCP-8 'Aldous' Handcannon accuracy increased 33% ~2~4Wednesday, September 23, 2009~2 (AYB) "Fixes":~b Heimdall projectiles' speed and gravity increased by 5% and 10% respectively SAW slightly reduced drain Pistols' "Max Fire Delay" from 3 to -1 oMAF OSM dc bug fixed for sure this time Staff innates modified Victory Bong changed ~b~2~4Friday, September 18, 2009~2 (AYB) New "Fixes":~b ADi can no longer be stacked with Sprint STC Ultrablack armor went from 2 to 4; bulletproof ninja Throwing knife reduces strafe thrust PF Gen made available to Officer and SciOp Fixed PAR4 shadows to be red from blue Heimdall HEAT lowered from 128 radius to 84, reduced shrapnel Heimdall projectile gravity increased by 10% Hedgehog duration lowered from 1 second to 0.92 seconds Gauss Rifle, Pistol & SMG reloads reduced to make them comparable to their chemical cousins GAR given +1 energy drain Grenade MG radius reduced to 48 from 84 Grenade MG velocity reduced by 5% Grenade MG trails reduced; some people complained about fps issues AFP HMG stats modified; tripod made slightly better Mortars have visible prefires now MGL: functionality changed to have its own niche, radius reduced to it's not as easy to use as before, so it needs more aim. SAW cooldown extended to 1.3 seconds SAW extended barrel now reduces recoil too!!1 Lite Tech Kit functionality changed to a low prefire, less-efficient unit-it should see some use now Money should no longer DC the user oMAF OSM's should no longer DC the user, also beefed AdjustRotateSpeed increased by 50% AdjustSpeed decreased by 33% Changed collisions from empty tanks to address getting stuck when exitting Fixed bounty-on-pick-up glitch for several thousand items Fixed some item descriptions, spelling, grammar, etc Platypus electronic ignore from 0 to 2, turret explosive ignore from 20 to 25 Re-implemented pistol-change velocities; switching to(or between) pistols is fast now Naga backblast fixed Several tanks have had turret displacement adjusted to be more aft of center Zanbatou IAP rounds reduced in velocity to futureproof their usage Steron now gives +4kg max, but movement bonus reduced from 5% to 2% Gave Tandem & Armor Breaker penetrator graphics All combat vehicles have had prices increased by 0-100% to reflect inflation Brummbar self-tk fixed ~bReverted some changes:~b Sprint delay 2.6s to 4.5s Light HE 0.15kg to 0.2kg Sniper Ammo no longer purchasable in store so new players will know to use manuals Hedgehog & Hedgehog APS taken out of store for now; MGL rate-of-fire to 0.9s Ceramax V - Specops sellback back to 30k from 50k Cat & Cyber Eye Actives to 15 seconds from 30 Sprint Shoes no longer purchasable in store Ry-Tek LSR4 regular shot rate to 1.25s, from 1.5s Bison & Beam Turret hp to 300, from 525 Some burst-style weapons now reload synchronously instead of manual Endymion made 2.5% faster than other skimmers Zanbatou AC EX round blast radius lowered so they don't kill MI's on orange ~bOther notable changes in the past ~2 months:~b Heavy HE weight decreased from 2kg to 1.5kg Medium HE weight decreased from 1kg to 0.75kg Ceramax VII - Custom sellback increased from 7500 to 10500 ~b~2~4Thursday, July 31, 2009~2 (Axidus)~b Basics FIXED (finally) CombatAwarenessTime=20 (from 150) Added individual Duel Arena Portals Added [Event] classes Removed UI Tags from all AutoGuns and other inactive structures Fixed factory prefire graphics Fixed explosion waves (angles not set on some) Fixed Vortex grenade (I think) Some descriptions more accurate now... EMP wave now goes through walls (originally intended) EMP waves now disrupt prefires *Prize only: Equipment - Officer (new Heat Goggles) Equipment - Officer (new Tazer) Mod Item List Event Item List Test Item List ~b~2~4Saturday, July 25, 2009~2 (Axidus)~b Added new EMP Shockwaves to some EMP weapons: EMP grenade, among others -All cells are wiped if you get hit Basic's ammo reprizing fixed temporarily: Will improve this later. Unobtainable flag added to the Event Area ~b(STAS)~b PDBs and Bunkers now have vehicle collision physics so you can't stack them. Added Factory Ammo Boxes choice to Factory AutoGuns production menu Workbench Kit added to HQ HQ and Encasement Field limited to 1 max in inventory HQ now sells for 5000 in store, just as it does in production facilities Allowed team to walk through Factory - Ammo Boxes so that Parzival does not get stuck when built HQ now sells all the Factories MGL and DZGL switch delay (fire delay other) increased to match Tetsubo's, 1sec->1.65sec Lowered Flashlight and Flashlight burst switch 1500ms->800ms to match other laser weapons Multi Missiles renamed to x# format instead of #x Grenadier's Multi Missile renamed to Double Missile Buffout price down to $1k, you can only carry 50 pills max though Made $1000 money droppable outside DS, left $10 and $100 undroppable to prevent spam Fixed Laser Grenade white overlay bewm, sigh... picked big one before by accident Changed Zanbatou explosion graphics to what original CA used... ~2~4Friday, July 24, 2009~2~b (STAS)~b Grenade MG given proper GL-type shrapnel with a penetrator to do 1.5dmg vs tanks Removed penetrator from Shrapnel Cluster G (RR and GL Frag rounds use it) Forgot to assign the proper weapon to Bubble Vector yesterday, oops <3 Repair Kits fixed to actually be different... APC Drivers/Gunners now have Occupant Protection as intended. Platypus GMG fixed up a little... Fixed Wespe's stop graphic... ~2~4Thursday, July 23, 2009~2~b (STAS)~b Screen shake on shockwaves won't do it to tanks anymore, only infantry Shock Grenade -> renamed back to Concussion Grenade as per original CA Tetsubo Shock Grenade renamed to Concussion as well AR247 rifle nades assigned same category code as grenades, max 10 AR247 rifle nades given proper reload times as per original CA Anti-Stealth/Cloak Active Implants duration doubled Gauss MG weight reduced from 24kg to 21kg Gauss Rifle reload set at 1500ms like other gauss weapons Gauss Pistol added Armor Generators no longer stack, except for Phase Shift CZ-5P4MM3R velocity increased to give it an edge other than weight over Tenmou AutoGun Minigun got its own projectile to keep the old velocity Renamed Demolitionist -> Grenadier Renamed Demolitions Expert -> Demolitionist Renamed Combat Engineer -> Engineer Renamed Squad Leader -> Officer Improved Sprint in some ways... lowered reload and stuff... Added Sprint Boots back into the store. Vector Field no longer usable while sprinting, but takes longer to switch to from other weapons as well BlackOps limited to one type of Monoblade at a time Shredder removed from BlackOps Monoblade got its old power back... 50 damage/100 drain on inner hit Kick no longer pushes you forward when you use it Zanbatou API now has a slightly larger explosion graphic Zanbatou normal round now has a little splash graphic Zanbatou API bypass now has a small splash... should affect turrets better Grenade MG radius increase from 80->84, outer damage reduced to 0 from 15 to match other GLs Zanbatou Explosive rounds radius increase from 60->64 to match other ACs, outer drain nerf to 0 Laser/Flash grenades given their old combination color Zap Glove now drains all Energy Cells when used on a person Kunai removed from BO, given to everyone, limit = 10, uses up grenade slots Kunai renamed Throwing Knife MMG277 velocity increased to match other MGs Made Zap Glove/Throwing Knife anti-sprint functionality actually work... Throwing Knife screen shake reduced Power Fist now does screen shake on personnel Changed radar colors of some projectiles Sonic Cannon maximum range decreased by 10% Adjusted Sonic Cannon triggers so that it should now only trigger on walls All vehicle turrets had their HPs increased to +25-50 over the top of the base vehicle hull Above entry is to prevent losing bounty when your vehicle dies and you live, lets people collect bounty Most vehicles renamed to have a designation in front, like MBT = Brum/Beam tanks Maybe fixed Goddog, not sure, but gave it some rockets to shoot... Decreased Loki's and Goddog's prices... ATR Manticore got a crappy laser added to its other two weapons ~2~4Wednesday, July 22, 2009~2~b (STAS)~b Mortar Bike's mortar got an outer damage/drain nerf to 0 from 30 Demo's mortars revised a little, technically nerfed, but ammo weighs less now. Ry-Tek SRM3 now weighs 12kg, as originally intended Ry-Tek SRM2 now weighs 6kg, think of it as a counter part to MGL MGL now has ROF of 1000ms Sniper Cannon ROF put back at original 2000ms, up from 1500ms Sniper weapons in general got proper routing range in direction fired Forgot to add AutoGun - Sentry to Workbench... *facepalm* anyway... fixed Jump no longer propels you forward... Renamed class vehicles to have a CA prefix instead of Class prefix. ~2~4Tuesday, July 21, 2009~2~b (STAS)~b Modified the produce menus of Engineering structures Refinery renamed to Factory - AutoGuns, when was the last time somebody refined something in this zone? Mobile Infantry Jump replaced with Kick MI Hop Thrusters now cost 100 Energy Cells/hop Jump power increased to appropriate levels... Ry-Tek Thrustboots should work indoors now. Heimdall rounds damage increase to 100, HE-Frag does 40 to tanks, HEAT does 108 Made Auto Guns no longer so stackable... All jumping disabled in DS Thermobaric damage increased to 80, since it was useless as anti-material before Separated Jump and Kick, gave to whoever deserves it. Removed vectors from foot classes, buy it in the store. Some Factories got the smaller graphic... Indoor terrain had shadows reenabled ~2~4Monday, July 20, 2009~2~b (ryanbe)~b Spawns tighter, scales to 200 active players. Changed the following bases J8, I3-I4, K3, B1-C1, H1-I1, A3, F7-G7 Added Public Explosive Boxes Centered the Vehicle Vendors to make them harder to hack Added the CA Official Guide ~b(Axidus)~b Headquarters now gives Stimpacks, not Stimpack Kits Jump Kick was removed from MI's (they were given Kick), and now can be used to jump on green physics for standard classes. STC A2-Clo stays in your inventory after you buy it, now Bunkers given 10 second death timers (you can repair them now if they die, 10 seconds = disappear) APC passenger weapons can now be fired (made it more newbie friendly) Squad Leaders given 300 combat awareness time to beef their support role (test, probably will be removed) ~b(STAS)~b Stimpack Kit renamed to Kit - Stimpack to prevent buying it at HQ. It's an old bug with produce menus. Demo classes got a big fat firing tick mark instead of the puny one Outdoor wall radius increased by a single pixel... HQ limited to 1/team/player etc Bubble Vector added to Bunker Factory Attempted to make Warp Point pick-upable Moved Warp Point to Equipment - Warp section... Added a new skill, upon which all Basics depend, to protect Conscripts from accidental wiping of themselves... ~2~4Saturday, July 18, 2009~2~b (STAS)~b Thor turret now requires driver to be in his seat Sell prices for custom Ceramax armors increased Added sniper ammo to the store for easier reload Beam Cannon lifetime got an upgrade... let me know if you see it disappear Increased Thor's minimum range by 50%, should be 750 pixels now Targeting system on Tank Commanders no longer has a Fire Delay Other Wespe/Lynx/Loki turret HP upped to 125 from 100 Cyberdeck+ and ++ no longer require Cyberdeck to use, SL/Engi/SciOps can use them too Added Hedgehog APS for Engies and SLs with its own ammo Platypus GMG fixed to fire as intended Hopefully you get your Energy Cells refilled on death/going to DS now... More hopeful still is that Basic Classes get their ammo refilled <- unlikely Modified Platypus trails... Endymion canisters now do 1.5 damage to tanks on a direct hit... Endymion minigun drain increased to 10 from 8, psionic 1dmg deleted APC minigun drain increased to 10 from 8 Hedgehog repulse time increased to 1 second from 800ms RR Time Fuse set to 1.5 seconds instead of 1 second, as per original CA RR outer damage set to 0 instead of 20 AR4 UGL set to same arc as other arcing GLs Reworked the way Thor rockets function... they should now blow up on physics without the cluster munition shower going off. You now get 300% cash for bounty killed, so thats $90,000 for killing a 30ker You now get 25% exp for bounty killed, so that's 7500 exp for killing a 30ker Pzf 9 Armor Breaker got a damage beef, now does 124ish damage vs tanks Shredder given to BlackOps Monoblade Gash nerfed drastically from 50/100 to 15/30 damage/drain, no longer OHKOs super heavy armor Monoblade no longer a disposable item, now it uses 160 energy cells/shot BlackOps given access to Ry-Tek PCU Lite, o noes Stealth class category renamed to SpecOps, $ MG/HMG Harness now usable from APC Passenger Bounty gain reduced from 20% to 15% Added a warning to the Basic Classes descriptions Minor tweaks to class descriptions (don't bother checking, nothing exciting, ran a spell check really) Endymion canister launcher outer damage/drain dropped from 5 to 0 both Tripled Laser Grenade's drain to 60... let's see how it goes now Tried to differentiate the death sounds a little bit more... LSR-4 ROF changed from 750ms to 1sec Zlite G9 Survival Rifle added, a true POS in most cases... Kill cash reward base doubled to 200 from 100 Heimdall got a HEAT Shell that does around 68 damage vs tanks Heim angles changed to 1-25 from 5-25 Fafnir has 0-5 angles now with 5 having a 3 sector range Thor now has 2-7 angles with a 1.5-5 sector range Heim/Faf outer damage set to 0 from the small amount it was before Beam Cannon, Heim's two ammo types, Fafnir's rocket and Thor's trigger man set to have radar colors ~2~4Friday, July 17, 2009~2~b (ryanbe)~b Set team sizes to 10 Public 8 Private Removed the Relics (did not work) Tightened up the spawns, looking for a good balance on this map. The offical guide is up, please, please point new players to it, it's not perfect and it's still being written, but it should help them figure out some basic concepts. Natural regen rate DOUBLED! (oh no) ~b(STAS)~b GL blast radius nerfed and standardized at 84 from 128 GLs given a penetrator, should do 1.5 damage to tanks, more to light vehicles Light HE weight decreased to .15kg from .20kg Medium HE weight decreased from 1kg to .75kg Heavy HE weight decreased from 2kg to 1.5kg MGL "fixed" Fixed Trident Vector Removed vector graphics Fixed sell-back of Hedgehog Grenades and lowered their price EM-1 now drains 30 energy cells/shot intead of 0 EM-4 now drains 120 energy cells/shot instead of 30 Smaller EMP grenades (like GL) now drain 450 instead of 300 energy cells Buffout no longer gives bounty... Vulcan Cannon no longer TKs under itself... BO's cloak implant no longer disappears from inventory... Endymion speed made to match other Skimmers ~2~4Thursday, July 16, 2009~2~b (ryanbe)~b Added Relics to play with Don't grab all the flags, share :) Spread out spawns, to test density. They also track and spawn you near 2 or more other players. Team sizes now 7 private, 9 public. ~b(STAS)~b DS Recall -> Store Recall Suit Teleport -> Team Teleport Fixed skill logics on certain items that allowed basic classes to use them Added smaller/lighter derivatives of Shield Armor Renamed armor to appear more coherent in the store Fixed Laser Pistol appearing in store and being sellable Fixed Plasma Grenade asking for the wrong weapon type to fire itself Flashlight -> default key = 1 Hedgehogs/Vectors -> repulsion values updated, we'll see how it plays out now Nodachi/Machine Gun -> weight increase to 9.5kg as originally intended Changed armor values of some walls (lowered a little) Outdoor wall now has proper sizing to reflect the graphic... Maybe some other stuff I forgot ~2~4Wednesday, July 15, 2009~2~b (Axidus)~b All tanks/pdbs/bunkers Set to Enemy Collision Only (you will no longer get stuck in your own vehicle while exiting or warping to someone) as well as death time = 1 OMB Sonic Cannon increased reload (140 to 250 ticks) Fafnir explosion fixed PF System (Infantry only) Market Recall renamed to DS Recall (some people get confused) Jump and Kick are now combined (Jump kick) PowerFist and shockwaves have slight screenshake now ChainFist/Sword removed jams Ry-tek Jump boots disabled indoors Encasement Field $10000 (from $2000), also drops $10000 upon death Platypus Grenade MG = 5 shot clip (from 2) DartBike death graphic = fixed KPS-T summoner = 100 fire delay, no stand-n-fire Vector graphic fixed (I Think?) Foot-vector's = Support Classes only All grenades limited to 10 (hold category = 25) ~b(STAS)~b Fixed the Basic Classes Brum Laser has proper red tint now <- most important update ever made Thor had its ABS rockets taken away for now Thor missile explosion radius reduced to 64 from 128, relies on the cluster bombs more now Thor rockets should may now go over orange physics... Tried to fix Hedgehogs... let's see what they do now. Lynx had erroneous extra autocannon removed Vulcan nerfed temporarily against foot people Vulcan penetrator had erroneous damage value of 37 instead of 33.5, fixed ~2~4Tuesday, July 15, 2009~2~b (Axidus)~b Classes have been given experience requirements Powerfist no longer pushes (pulls, but weaker) SendPositionDelay changed to 8 "Stunned..." and "Disoriented..." no longer have -1000 strafe adjust WarpDamageIgnoreTime=0 RPG HV (first projectile) bounce=1 "Blueprint" can now be bought from the Ammunition section (used to make vehicles) Testing absolute vector for Hedgehog Grenades/Turret flag victory = 99999999 seconds Steron weight adjust removed Thor removed from Fab - Artillery Steron Injector no longer can be fired from tanks or other vehs Ry-tek Custom purpose boots don't work on tanks anymore ~2~4Monday, July 14, 2009~2~b (ryanbe)~b Setup DS properly Added Physics and Vision to map Fixed draw order issues, etc Changed the spawns/warp system ~b (Axidus)~b Fixed targeting system (you set the route friendly of the projectile, not the multi-use) Fixed Heimdall's angle range (was 2-45, now 5-30) Fixed autogun hedgehog skill logic (was it intended to be "Infantry & ! Infantry"?) Basics now require cash to purchase (no profits on resells) Warp delay no longer has invulnerability times. Zlite G5 Sniper Rifle removed from Infantry and Mobile infantry Removed Jump Boots from store Removed Bunker Mortar from bunker factory Sonic Cannon lifetime 150 (From 100) AutoGun density radius 10 (From 100) Blueprint - Vehicle removed from store (its now auto-prized on death and initial entry) SendPositionDelay=14 (from 20), this may cause more lag but will make enemies more fluid on your screen. I may end up having to revert this change. ~2~4Thursday, June 25, 2009~2~b (LooseCannon)~b Made rpg tandem double the damage as rpg rocket Added bounty 1k APC AT no longer hits itself Made cloaks old CA values for timing and distance etc Made oMAF overshield match CA Sniper gets ONLY the Ry-Tek Lite cloak Vulcan HE should do 30-35 damage to hurt sandbags and stuff Map updates: Some vision added. Reduced the safe zone area in the ds. Will work more on safe zones later Set the delay to goto spec to GoToSpecDelaySecs=5 Fixed the outdoor wall graphic ~2~4Wednesday, June 24, 2009~2~b (LooseCannon)~b Some of these updates are odd. Blame STAS. This entire zone and your addiction is all his fault! Set TD vehicle's HP so they can be seen by all Add outdoor walls Removed cat code from lag armor Set PrizeBountyPoints on "bounty" to 100 instead of 1. Removed PDB, Factories, HQ, and Encasement fields from indoors because their graphic was too big. Flamethrower residue hits friendlies now Added vehicle factory back in. We are testing. Let's see how it can be abused Removed the logic on workbenches, factories, etc which restricted them to just engineers. HQ is now droppable Adjusted the bounty rate. Let's see how many kills it takes to get to 30K ~2~4Tuesday, June 23, 2009~2~b (LooseCannon)~b Corrected Sniper dead gfx Skin Sheathe -> 4 sec delay on fire CZ-F4 MGL changed fire delay to 70 from 90 Put flag nades in the store for 10K. Took Laser SMG away from Snipers Removed sprint shoes from store Regenerator removed from store Changed Thor fire angles from 0 to 90 to test Encasement Fields/HQ/Factories walk through, hit by everyone Flag 8 set offset back to normal HT/DT -> no heavy combat armor Remove default key assignment to "Sprinting..." type items... Removed GF and PF from DT/HT. Put hard limits on all phase shift armor EMP -> addinv:energy cells:-30 for other EMP weapons like shotgun and EM-4. Yup, they drain your cells now Flamer -> no min range Doubled range on spec sensors Set vehicles to share all kills DS Terrain -> automatically gives cells Anti-health/repair/nrg etc multi items put back in. Neg cash is AntiCash, etc Steron -> Reduced max speed and but increased weight loss CFG -> Vehicle Building Terrain -> "You must have a Blueprint, which you can buy from the store, in order to build anything" For some reason we have two light vehicle pads. Odd. Death timers on all vehicles -> 0 Unoccupied vehicles -> disappear after an hour Set PrizeBountyMultiplier=10000 for all terrains Readded Lag Armor (no, you can't have it) Fixed the TD vehicle Deleted Yankee Adjusted the naga animation time to 96 (the same as the man vehicle) Let's see if this prevents the skating effect. -- sigh, no effect at all. Tried 200, no noticable effect. Reverted to old values Removed the base from the WP. I may have to adjust the graphic ~2~4Monday, June 22, 2009~2~b (STAS)~b Tank Vector -> 30nrg/shot, 50ms ROF, no prefire, so all nrg gone in 2 secs Tank Vector Proj -> 310 force, duration 12, 256 radius (300 trident) Hedgehog -> 325 force, 0.95 second duration Targeting System proj -> proper explosion graphic, route friendly Brum Twin Lasers -> red colors all the way Ry-Tek LSR4 Scope Off -> rename to LSR4 Scope Off Lasers -> Lengthened trail by 50%, Laser Rifle got +1 kin damage (lulz why, ikno) Summoner -> no energy cost, got a reload Game Start -> removed bong sound Hedge/Vector/Vortex on everything -> like sprint, no delay to fire Sonic cannon -> nerfed its range in half, from 2800 to 1400 pixels Shock Armor -> +1 explosive ignore Artillery Shield -> converted to Shield Generator, vector and all Comp turrets set to hurt each other in cfg file Staff got a power up >:D ~2~4Thursday, June 18, 2009~2~b (STAS)~b Starting cash and exp added at ridiculous levels for testing. Game Start no longer warps you... Sentry turret -> removed casing, added crosshair AutoGun Cannon -> did not have a penetrator, now does AutoGuns now start firing at you at longer distances... Blueprint:Vehicle renamed to not have :, moved to different store section, description grammar fixed Vulcan -> HE warhead had a penetrator when it needs none Vulcan -> AP warhead given proper trigger HMG blow up graphic on Strider/Naga -> set to proper animation time EMP -> fixed the smaller EMP explosion to not wipeinv, but reduce 300 energy cells, half of EMP Grenade EMP -> should now wipe cells of yourself and friendlies as well EMP -> due to added cell wipe effect, all extra damage was removed Cloak/Stealth -> Disabled inside vehicles Anti-Stealth/Anti-Cloak Armors and Addons -> Disabled inside vehicles Grenades -> now show a prefire graphic warning of their use Banner/Flag grenades -> no longer have a prefire timer or get delayed by other weapons HT/DT -> removed more armors (Rigid Polonium, Heavy Drop) Ry-Tek AR4 UGL -> fixed trail Shockwaves/Shrapnel -> Trigger mode: everyone, beware! Laser SMG -> allowed more classes to use it ULF Laser Shotgun -> usable by Light Infantry instead of Marine, as intended KPS Laser weapons -> Renamed to follow a different convention, should now show up properly in inventory... Brum's Twin Pulse Laser -> Twin Burst Laser, back to red color, it matches the vehicle better, ROF unchanged Red Lasers -> shortened length of projectile to match SMG/Pistol, want to see if it looks better Fixed Twin Laser to bounce off walls once Messed around with Hedgehogs, Vector Fields and Vortex Suction, no clue what will happen. Bunkers don't stop AutoGun fire... pretended to attempt to fix that... :\ Sandbags -> now 18 pixel radius, up from 16 Armor Sloping (Heavy) -> 10% drain protection as description claims ~2~4Wednesday, June 17, 2009~2~b (STAS)~b Made necessary vehicles (namely tanks) hittable when unoccupied Fixed AutoGun HMG in store Fixed AutoGun Rocket firing sound Fixed Beam gfx Fixed Astraea's Railgun gfx Tank/Arty fabs set to unbuildable on Terrain 5 Removed creatable fabs Reset jump/sprint to CA values SI-7 -> dead accurate as intended Fixed Sonic Cannon Grenades limited to 10x max each Laser SMG -> made inaccurate as intended Fixed Shell Casing animation (maybe) Made sure ammo/detpacks/nades are droppable Grenades now have icons and prefire graphics Passive Sensors Addons fixed to have the advertised detection ranges EMP grenades/canisters now should wipe your energy cells... Set most utility items to be usable inside vehicles, since they don't stealth/cloak inside on this client... PDB AC = zero damage, fixed Fixed Broiler AutoGun Maximum Carried amount fixed on relevant items found at fault before Messed with dead buggy turret gfx, hopefully work as intended now... DropTroopers got Laser Rifle removed, they only get the pistol now DT/HT = 70kg max carry weight now, testing to see how this affects the classes... Fire Delay on Hedgehogs removed. Sloped/SilenTech Armors had % on drain fixed Grenade MG -> +5 drain Renamed Vehicle Pads to "Pad - Purpose" format Renamed Vehicle Fabs to "Fab - Purpose" format Endymion Minigun -> standardized with other miniguns Astraea EMP -> fixed gfx EMP in general got reduced outer damage Tank AutoCannons -> 45dmg penetrator, up from 33.5dmg ~b(LooseCannon)~b Made more graphics for concrete walls and the updated razorwire Adjusted the warp point turret z to hopefully make it look ok removed the physics from the HQ in the DMZ Put the new wall graphics on the concrete walls ~2~4June 13, 2009~2~b (LooseCannon)~b Set the steron injector projectile's lifetime back to the previous value. This thing should be done now Fixed the HMG not reloading. Kept the broiler the same. Put together a tractor turret The sentry shouldn't go off around staff now Summoner is now stand and fire Staff dismantle shouldn't trigger on people now. Oh that was fun while it lasted Set the "flags" back to "turds" Set some of the shrap back to normal now that the "shrap bug" is fixed. Look for any shrap which looks suspicious. Adjusted the vector graphic again. No setting changes though Improved the ultrablack again Redid the .cfg so it would set the prizebountymultiplier. Let's see if it updates this time. Adjust some warps until ryan can look at the lio Attempted a new arty shield graphic Added marine's new graphic to a few base items ~2~4June 12, 2009~2 ~b (LooseCannon)~b Tested the problem with the steron injector and fixed it. Note to other devs: The projectile has to actually do damage. I set the projectile to .1 and .1 bypass and it works like a charm even if you have armor to protect all damage from bypass. Players can now see the HP on the vehicle fabs Adjusted vector again to see if that silly graphic will show. It probably still won't work until we set it back to the original setting The tank and arty fabs can't be built indoors Set some elevation angles on thor and heim. Let's see what problems that causes. Adjusted the auto cannons to use the 33.5 damage penetrator instead of the 100. Added Marine's alterations to the beam shield. It's so pretty... so hypnotising.... oh I feel so wonderful ~2~4June 11, 2009~2 ~b (LooseCannon)~b Fixed the tank fab glitch. They should be droppable now too. Fixed the hq not prizing the encasement field when purchased from the HQ. Adjusted the encasement field's animation time to 300 so it doesn't look like a working fleshlight. Set the encasement field to walk through by team but not fire through. Adjusted the steron injector. Added Steron Injector (Personal). Someone else (like ryan) add some neato sounds to this. Made the fab kits droppable. Took away the "oops" on the purifier. Tried an adjustment to the encasement field to prevent it from blinking. Set skill logic on sterons (oops). This thing seems a little bit buggy. I'm not sure how it works. Perhaps it calculates the hit servers side and that is what determines if the projectile actually hits. Reduced the lifetime on the injector. Maybe that will help make the hits more likely if this is server side. Also set to 1 energy drain in case you need to "damage" the target. Changed the flag graphic again. One can't go wrong with ctf graphics for flags. Toyed with the razorwire graphic again. Adjusted cloaks per stas ... Made the vehicle fabs equivalent in armor to a wall You can drop the encasement field now Restored the fire delay other to jump boots Sent in the blob for the graphics updates. DOH Changed the razorwire's hue ~2~4June 10, 2009~2 ~b (LooseCannon)~b Fixed the refinery being set at 0 The graphic for the vector won't show for others without changing the projectile. I'll let diety stas do that Removed the graphic for the DS wp and DS hq Set the steron injector to trigger on everyone and removed the damage it does Renamed 1 bounty to Bounty Adjusted the animation time on the kunai graphic Redid razorwire to add more detail Worked on the steron injector. It fires in DS now. Sterons will be 5% for 60 sec and 5kg until we see the soon to be abuse. Fixed the green color of the beam walls back to the original color. Yes, they need work Added razorwire 2x graphic Renamed energy spheres to objectives and gave them a new graphic Set PrizeBountyMultiplier to 1 for all terrain Trying the vector a new way per stas so if it doesn't work, die like a man ~2~4June 09, 2009~2 ~b (LooseCannon)~b I don't know why the news keeps getting deleted but let's add some updates Added tons of new graphics. I'm always proud of graphics custom made for the zone. I made these ones myself. We have new beam walls (I'll let stas adjust the paramters later), a new arty shield graphic (which needs work), beam shield now "glows", new razor wire which matches the physics of the vehicles, and a new warp point graphic. Changed all projectiles' PreventPointBlank value to 0 (most likely fix to the "shrap bug") Set the Icon for all items without icons to Icons,gfx00008 using the database. (God I love this database) Set the staff dismantle to fire in the DS. Hopefully this will stay this time. Added Headquarters to the workbench Fixed the problem with stimpacks and the HQ I can't get the graphic to work right with vector shields. Devs, you can see how I did it by prizing vector shield proj and trident vector proj (update to the above. I got it to work. A projectile must have a velocity for it to use rotation points) Improved the Ultrablack Beefed the flesh light by .5 inner electronic damage Tried a new take ownership logic for the WP. If it works, we should apply to the veh pads Fixed the WP so it can't be built in DS Added the Steron Injector yet again Removed the beam explosion from the HQ Put some sensors on the spec vehicle Updated the graphics for the throwing knife and added an icon for it. It's giving me a boner just looking at it. Put a timer on the recall pack so it won't crash the client ~2~4June 01, 2009~2 ~b (LooseCannon)~b Fixed up the warp point and added a warp to it from DS along with the warp item previously used Added a warp to the mosh pit (A switch and door still needs added. I will wait until the map develops even further.) Create a new graphic from scratch for the Kunai Added a warp for the HQ which we can test later Moved the Market Recall warp to land on the safe zone/nuclear bomb shelter Created a graphic for vectors ~b (Axidus)~b For VEH, Fixed two graphics errors (in demolitions and light infantry) Added events to reprize ammo/laws/nades for Preset Classes Demolitions renamed to Demolitionist Added descriptions (took from RPG) Increased physics radius on factories by 10 Assigned vehicles to produce computers. (set in lio, as well) For ITM, Vector now adds energy cells to affected teammates/enemies (everyone but self) This will reward teammates using vector simultaneously Fixed remaining skill logic errors for Preset Classes KPS Teleport Summoner renamed to KPS T-Summoner KPS T-Summoner takes 300 energy cells to fire Set key preferences for some items (kps mainly) Kick now has 500% inherit momentum (testing :P) Hedgehog Grenade added to the store, added projectile resistance. Set all shrapnel projectiles to -99 floor bounce (this should fix the Roach bug) ULF Recall Pack set to 0 buy until it can be fixed Standardized vector field (tank/man are the same), it is now innate Longrange RPG arc is 4 (7 before) Ry-Tek Ar4 UGL arc is 10 (15 before) Hoverboard slash now works like it used to in WZA:UC Kunai stun increased to 150 (100 before) For RPG, Fixed the Laser pistol quantity on field medic (it wasn't firing) For LIO, Produce computers for vehicle pads added APC Recall warp group added (group:300, id:301) ~2~4Prior to June 01, 2009~2 Weapon combos: TS F-80 UBS can be used to combo (0.25s combo time, same as sawed off) Laser Rifle Spread-Shot can combo (0.5s combo time) Ry-tek Thrust Boots 6 (air combo or double jump) Power Armor SI-8 has stealth component removed Sloped Armor energy regen decreased. . Vector Field cost increased slightly Vehicle building animation visible. Plasma Machine Gun damage increased Following weapons received inner energy drain boost: Have fun! Battle rifle 1-4 AR247 and add-ons STC-S4ND11 TS F-80 Zlite Carbine G6 SI-4 'Zanbato' Auto Cannon and all addons SAW Explosive boxes and ammo crates now sell additional items Ammo creators weight reduced. A mysterious valuable box was rumored to be lost in the development store. (event) New vehicles and walls spawn in faster. Electron minigun damage boost