Merry Christmas.
0.6.0.0
- Added the first four worlds of the in-progress GAUNTLET game mode
- Completing the current in-dev version of Gauntlet bestows a little crown you can put on your vehicle
- Singleplayer games (Gauntlet, and Melee with "Allow other players to join" off) are now truly local without a separate server process, improving CPU performance and start time
- Updated firing modes. Primary mode now fires weapons in a staggered fashion. Secondary fire (mouse 2 by default) fires together
- Middle mouse button now zooms view (visual effect only
- doesn't affect accuracy)
- AI players may appear using a new Micro chassis and/or a CPU brain instead of a cockpit in Gauntlet mode
- Rewrote the vehicle sound manager. No more sounds dropping out, smoother sound balance overall with any number of simultaneous weapons firing etc. Less sound sources playing at once
- Fixed a bug where sounds could get cut off suddenly when they shouldn't
- Revamped how parts calculate scrap to drop. You can now expect roughly the same amount of scrap no matter how a vehicle is destroyed (previously, destroying a part with other parts connected dropped less scrap than destroying each part individually)
- Weapon tracers are more visible with thicker lines up close
- Made wreckage stand out a little more against the background
- Significantly improved interpolation on other player's vehicles in networked games
- Radar GUI now includes off-radar indicators
- HUD: Weapon reticle edits, with a different design for weapons with bullet drop
- Balance: Decreased TTK
- Everything has around 20% less HP, with weapons doing the same amount of damage as before
- Balance: Decreased all weapon hit forces significantly. Firing force (recoil force on the shooter) is unchanged
- Medium Cannon bullets are no longer affected by gravity (no bullet drop)
- Tweaked camera shake
- Completely revamped the How To Play screens
- Added light flashes to weapons firing
- Updated firing FX on Plasma Artillery and Plasmanator
- Added damage debris FX for weapon hits and collisions
- Fixes for labels above vehicles/things. Better damage indication effect
- Some terrain types now always leave wheel marks
- not just when skidding
- New skidmark formula. Skidmarks also now show up while using the handbrake
- Containers are stronger, more expensive, and hold more scrap. Some other minor part stat tweaks
- Load vehicle dialog now shows vehicle scrap values in orange if they're above the currently available scrap allowance
- Load vehicle dialog now supports filtering out overpriced builds entirely
- Load vehicle dialog now remembers your filter settings
- Removed sounds that played when parts were damaged, they were poor quality and mostly unnecessary
- Some improved explosion sounds
- Standard colour coding for quit/continue buttons
- Improved in-game GUI performance
- Revamped the auto-repair sequence that happens when the repair button is pressed
- Revamped turrets
- the gun part can now be destroyed separately to the base
- Shockwaves show up better and look kind of cooler in a late 90s game sort of way
- Added a momentary red flash effect on parts that take damage
- Destruction can now cause camera shake
- Adjusted wheel colliders so vehicles are a bit less tippy in general
- Shift key now doubles as the same modifier as Ctrl on the build screen: Allows deleting with one click, or duplicating on place.
- Smoothed out AI aiming; mostly obvious with laser weapons which are now less jittery
- Minor font changes
Bug Fixes:
- Tamed the occlusion culling. No more weird flickers when the game decides something is not visible when it actually is.
- Fixed rotation pivot point on small machine gun (visual fix)
- Fixed AI vehicles being able to trigger "Skipped rebuilding x: Connection point is missing." messages when doing their own rebuilding
- Fixed occasional failures to rebuild vehicle parts in the correct order, due to a sorting bug
- Fixed shockwaves flickering when multiple shockwaves were running at the same time
- Reduced some unnecessary garbage generation
- Fixed electrical damage FX being backwards, showing the most "lightning" at the least damage