fixed gun mods not consistently showing in first person when you are the host
fixed mod selector scroll boxes staying on screen when you close the gun factory menu
fixed combat shotgun reload bugging out when extended magazine is installed
added a LAN search mode to the server browser
Weapon Mods System
NEW FEATURE: GUN MODIFICATION all guns can now accept up to 3 modifications modifications improve the weapon in some way but make it more expensive to build there is only a small test run of mods at the minute, many more mods will be added in future patches
CURRENT MODS:
10mm krag pistol: Suppressor, Red dot sight, Extended magazine
Kalash Neo 20: Holo Sight
combat shotgun: Red dot sight, Extended magazine
SKINS:
AAPT skin for 10mm krag pistol
Redline skin for 10mm krag pistol
AAPT skin for combat shotgun
CHANGES:
guns dropped on the ground now despawn after 5 minutes if they aren't picked up
players now drop their active weapon upon death
increased diesel power generation from 5 to 6
FIXES:
guns in storage now retain their skin and mods
fixed HUD still showing skin names from the previous weapon when switching to another weapon with no skin
weapons stuck inside gun factories will now be teleported out
most menus can now be forcibly closed with backspace or the escape key
rocket launcher rockets no longer explode in your face if you shoot while crouching
KNOWN ISSUES:
sometimes gun storage takes the wrong weapon out of your hands if you have 2 guns of the same type
gun crusher only refunds base cost of the weapon, mods are completely destroyed (will be fixed in future)
Skin system added
- reworked the gun factory to be able to build guns with skins (gun variants are temporarily disabled for now until i get the weapon modding system in place) - radar grenade is now modelled - player abilities are no longer processed when you are dead (players could use jetpack while dead to fly around and spectate) - player can now activate ironsights while shooting - made 10mm pistol slightly less accurate - increased AK recoil a little since it was basically a laser gun
Better options menu + bugfixes
- players can now rebind their controls in the options menu - fire grenade flame radius is now about 30% bigger - fixed fire grenade flames stopping bullets (whoops lol) - nerfed krag 10mm from 30 to 25 damage - player energy shields now shutdown properly when all 3 pieces are popped - rockets should no longer collide with the person that fired them - fixed more bugs with players not being logged out properly when they use the disconnect button - fixed spawnpoint canister having weird see-through effect - fixed being able to build in the water - added radar grenade for the scout (placeholder graphics) - fixed armor station not setting your grenades properly when changing classes
Demolisher energy shield
- demolishers now have an energy shield they can activate with F - RTG generators have a build icon and emit sounds - added a new small base area to the map
Scrap piles
- fixed more map exploits - added scrap piles around the map that give a small amount of resources and respawn after 3-5 mins - fixed players deliberately leaving factions causing the faction cleanup system to poop itself and leave old bases around
Better kill tracking, map fixes & RTG generators
- solar panels actually need to be exposed to the sky now - added RTG generator for building zero maintainence power facilities underground - kill messages are much more detailed now - kills and deaths are tracked on the scoreboard - base cores cannot be deconstructed anymore - more fixes to the expired faction cleanup system - added no-build zones around the map spawn points - fixed a few pixel walk spots & map holes
Raiding balance tweaks
With the nerfing of explosive damage to structures and addition of higher health walls I felt that raiding had become a bit too underpowered and people were able to effectively defend their bases forever. This patch seeks to address some of these issues and give raiders are fair chance.
balance changes - ammo boxes now have 10 charges and refill explosives - teleport exits now have 5 charges - structures that are under attack cannot be repaired until they don't take any damage for 10 seconds - slightly buffed 40mm grenade launcher damage - the kalash now has better accuracy - nerfed 10mm pistol damage from 30 to 25 - hitmarkers now reflect if you damaged your enemies armor or health, added hitmarkers for damaging structures too
fixes and tweaks - fixed repair gun and blowtorch showing bugged aiming lasers for other players on your screen - fixed other players not being able to see jetpack effects - the faction system now has better garbage collection, meaning you should see less errors relating to factions having no leader or not being disbanded properly - fixed a couple of divide by zero errors that were causing UE4 to spit out multi gigabyte log files when hosting a server
The next update will feature the faction diplomacy system which should fix all the spawn camping as well as limit how long your raids can last against another faction. There is also more class abilities in development but I won't go too deeply into those just yet ;)
Expanded test map + bugfixes
- fixed dead players being able to throw grenades and take some other actions - adjusted the explosives mixture in breaching charges, they now blow up after 30 seconds and are slightly more powerful - adjusted breaching charge warning tag distance from 30m to 10m - phoenix jetpack now holds more fuel - walls are now visible at any distance - added a new area to the test map and a couple more possible player spawns - you can no longer build faction cores where they would overlap another factions territory