Hey Runners!
Version 1.32 has just been released! The highlights include
* Russian translations
* "Railroad gap" map now also added in campaign
* New weapons and items
* New modding possibilities, new parameters in AI, impact trigger, soundtrack handling, weapon stab support and vehicle repair
* Experimental and optional FOV mode that hides enemies and items when not in player character's sight
* Wrench, a vehicle repair tool, added in Dominance mode
Привет, и добро пожаловать, наши Русские друзья!
Behind the scenes, we're collaborating with our dear and excellent modder friends on some new amazing content to be released soon. It's gonna be a big surprise so sit tight!
Below you can find a complete list of changes for version 1.32:
- translation: Russian language added - thanks to je_day, Y-crad, NeruoIvljulpass and Tadler for their contributions
- maps: "Railroad Gap" map added to the singleplayer campaign (was only in invasion and dominance before)
- maps: small fixes here and there
- weapons: ChainSAW suppressed microgun-style very rare weapon added
- weapons: HK MP7 secondary machinepistol rare weapon added
- weapons: SCAR-SSR rare marksman rifle added
- weapons: wrench item added in dominance mode only (for now), the user can use it to repair vehicles
- weapons: XM-25 projectile can now be disarmed
- weapons: Stoner LMG handling slightly modified, price raised and speed penalty slightly raised
- weapons: APR rebalanced (kill chance, effective range and movement speed penalty raised)
- weapons: AA-12 retrigger time decreased
- weapons: Pepperdust rebalanced (ammo capacity raised from 8 to 15, projectiles from 8 to 10)
- weapons: sawn-off shotgun reload time reduce by 20%
- weapons: Steyr AUG rarity doubled and ammo increased from 30 to 42
- items: 2 valuables added, one being a valuable "gold bar" item which is available in the armory (invasion only) to make higher RP-transfers easier
- modding: minimum_squad_size_to_send_to_side_base_attack commander_ai parameter externalized where you can set the size of a squad which needs to be fulfilled to launch a random side base attack (default 4 men)
- modding: side_base_attack_probability commander_ai parameter externalized where you can set the probability of a squad to attack a side-base instead of the commander target (default 0.05)
- modding: added soldier AI parameters min_distance_to_throw_grenade, stab_range
- modding: added faction awareness for projectile impact trigger for vehicle and character class impacts, e.g. faction_comparison="any" (default) or "equal" or "not_equal"
- modding: externalized required friction value for tire squealing to happen,
- modding: added set_soundtrack XML command, with parameters enabled="0" or "1", and filename="my_soundtrack.wav"
- modding: added support for weapon stab, making stab key use the equipped weapon instead of default knife; weapon spec parameter stab_enabled and stab_range, weapon spec animation state_key="stabbing", weapon spec sound keys "stab" and "stab_hit"
- modding: added support for affecting vehicles with class 5 (close-range) weapons, weapon specification parameters affect_vehicles, affect_characters, range, damage
- modding: added support for custom weapon sound effect with sound key "effect", triggered from animation control frame with key "effect"
- modding: added support for experimental FOV, activates when starting the game with XML command start_game and supplying parameter fov="1"
- fix: Beretta 93R despawn time doubled (was too short for a rare)
- fix: Claymore not detonating but disappearing on character collision in final map II (Frozen Canyon) fixed
- fix: equipped/backpack flare turning to Claymore when joining final map II (Frozen Canyon) fixed. It will now remain a flare but being inactive on that map