Changes, fixes and a new map
As well as bugfixes, we've made some changes to the gameplay and we're looking forward to all the feedback.
Highlights:
By pausing the timer while certain objectives are under attack in Incursion mode, we aim to incentivise defenders to defend harder but also to reward attackers for pushing harder. It also gets rid of the annoying issue where the match would end on defense timeout even with an objective being currently captured.
Space Incursion maps should also feel more dynamic, the attackers are now able to win via a dramatic last boarding action. After the attacking carrier is destroyed, the game doesn't end until the defenders get rid of all the enemy boarding pods.
To incentivise human players to keep teams balanced, and to create extra challenge if they do stack on one team, the respawn timer for the team with fewer humans now gets decreased by up to 50%
Also you'll probably be glad to know that flashbangs should no longer blind players through walls.
We're also throwing another map into the mix:
Fortress Territories
It's a work-in-progress map based on an older layout with light vehicles - transports, mechs and gunships.
Changelog:
- Fixed low quality shaders not compiling for release (global detail level < 3, black Errah terrain bug)
- Rewritten Incursion map timer code, fixing maps not timing out
- Fixed several dropship animations
- Fixed bad warp location in Lellebah-Territories
- Fixed mech weaponlock location
- Fixed issues with objective replication when joining an in-progress match
- Fixed turret AI struggling to use lockon weapontypes (eg. Heimdall Destroyer)
- Fixed friendly fire scales
- Compensated for and incentivised human player team balance by decreasing the respawn timer for the team with fewer humans by up to 50%
- Objectives under attack by the attacking team in Incursion mode will pause the match timer
- Space incursion maps should only end by 'no deploy points' when all carriers and dropships/modules are destroyed
- HUD should no longer incorrectly display 0% health
- Ships should no longer spam component destroyed messages on core breach
- Added what weapon probably killed you to death popup box
- Added laser pointer to RID which displays while it is charging
- Added a postprocess effect on taking damage
- Dropships in Territories mode will not become available for 5 minutes after being destroyed (increased dropship health to compensate)
- Replaced ULA Frigate with a Destroyer in Meudeverre
- Ship warp-in effects and vehicle explosions played by chunks will no longer trigger all at once for newly joining players
- Flashbangs should no longer blind through walls
- Medkit healing should update HUD health indicators correctly
- Tapping out or bleeding out of infantry incapacitated state should increase the kill counter of the last person to injure the incapacitated player
- Shield materials shift to a red tint as their health decreases
- Torpedos and such should be resupplied from carriers again
- Reduced gunship homing missile damage
- Reduced RID and SM54 accuracy
- No longer possible to attempt a respawn during intro matinees or commander vote
- Replaced ULA frigate in Meudeverre with destroyer
- Reduced detpack frag charge damage
- Reduced detpack auto-splosion damage when player dies
- Various tutorial fixes
- Fixed some wayward comms squawks
- Fixed issue where AI could sometimes spawn two fighters, leaving empty ones floating around
- Added Fortress Territories map
HAPPY EASTER!