Thanks again to everyone that came along to the playtest! Had the first 'real' fight so far. Blue team established a foothold above the central hill, Red temporarily took and held it. Shortly after, the Blue's assaulted the hill pushing Red back, removing all their spawn points, and subsequently breaking the game ...
We have a lot to fix! Anyway, here's the patchnotes:
- Fixed up rotation of minimap in vehicles.
- Fixed minimap icon rotation of other players.
- Locked rotation of the map elements to the yaw axis. No more strange deforming map.
- Added scale by DPI of map elements.
- Re-Added visibility modifier to characters on map. Team members will always be visible to each other, but enemies are hidden. Enemies appear temporarily when they are firing their weapon.
- Made a health component that allows us to specify 'hit zones' on the player and vehicles for damage multipliers. Head shots for 5X damage! (initial value setting).
- Made player icon hidden in map when mounting something.
- Fixed interaction issue around HQ buildings.
- Made placing buildings time 0.1, so essentially as soon as you go to place a structure it's instant.
- Made flag on the HQ building invincible. As it's the building that must be destroyed to destroy the flag also.
- Added sitting animation for players who are mounting vehicles and guns. Players can be shot and killed separately to the mountable they possess. Does not support hit points at this stage due to unknown reason (Headshot etc).
- Added optional seat actor ref to vehicles, so we can set catered offsets to mounted players.
- Added Panzerfaust rocket launcher to the 7 key.
- Fixed all the rotations in vehicles on the minimap. Changed it to use camera manager, camera rotation. So we shouldn't ever have that issue again.
- Stopped tank turret rotation when exiting the vehicle.
- Added new flip vehicle code, but not sold on it. It's a potential improvement at least.
- Added shotgun reload sound.
- Fixed attenuation on the shotgun reload.
- Can now shoot through barbed wire. Still, need to add in conditions for specific bullet types. Say a tank shell vs little bullet. Right now they both might just pass through, but radius damage should still work on barded wire.
- Added three distinct icons to each resource spawn area to differentiate (in color only) between steel, copper, and requisition
- Removed a rock in the river to allow players to climb out easier, but only onto the central island
- Renamed "Bazooka" to "Panzerfaust"
- Added Panzerfaust Rocket Item, and crafting recipe
- Added Panzerfaust rockets to munitions factory
- Removed debug print out from buildings
- Removed player starting Panzerfaust ammunition (because that spam would be CRAZY)
- Nerfed player starting items too:
200 Requisition
10 Steel
5 Shells
100 Bullets
20 Fuel
30 Rifle Rounds
3 Mines
- Rotated starting bridges to match new orientation
- Buildings now display items true names required for finishing construction rather than class display names
- Nerfed MG health to 75, down from 100
- "Mountables" such as the AT gun and LMG etc, now take 4x damage from bullets
- Added "Drop all" to player inventory screen
Did you enjoy the playtest? Like the changes etc? Did we break something? (in all likelihood we did) - let us know via discussion or discord!
