Fixed a cause of blueprints not appearing in blueprint selection.
Fixed camera distance from pivot being reset when finishing a text input.
The log and tool parts now painted and recieve dirt.
Fixed placement tool positions not updating when undoing/redoing attachment moves.
Stopped circular engine vent fan getting shadowed incorrectly, should be more visible now.
Designer section and module navigation UI now included in the designer enter animation.
Changes
Designer overlays now enabled/disabled when showing/hiding the GUI.
The loading screen is now active until the designer tank is fully loaded.
Allied vehicles in scenarios now use the weathering settings set in the blueprint.
Adjusted weathering grime textures and rendering technique. Resolution improved and it now looks like it adds bumps on the surface.
Adjusted paint condition rendering technique - making it slightly more subtle.
Improved resolution of camouflage at higher distances.
Adjusted paint texture mapping. It should be much less distorted on side vertical faces, though it's still far from perfect.
Reworked textures of the square engine vent and the German commander cupola.
Still working on fixing the slight flicker when switching between third person and scope view.
- Hamish
V0.1241 - Hotfix (Experimental)
Quick fixes & optimizations for custom battles on the experimental branch.
Additions
Added graphics options for terrain quality with 'Track trail effects' option enabled. Disabling track trails should get you back most of any performance lost in V0.124.
Fixes
Fixed screen flashing black seemingly randomly due to v0.124 changes.
Several stability improvements for custom battles.
Optimizations
Sped up rendering of 'Dunes' map terrain.
V0.124 - Custom Battles (Experimental)
Hi all,
Back from the break with the first iteration of the long-awaited custom battles, now live on the experimental branch.
You'll need to opt-in to play it:
Custom Battles
On the main menu, you'll be greeted with a new option to create your own line-up of vehicles.
This should let you pick the teams of both sides from your factions or the built-in vehicles. From there it's a standard deathmatch.
The 'Dunes' map will be the only map available while early in experimental.
The plan is to expand this mode to allow placements of units, AT guns and tank traps/hazards.
Other Additions
Can now sort by fields on selection panel. e.g. Sorting vehicle blueprints from highest mass to lowest.
Added search bar to selection panel.
Can now change pages in selection panel using the arrow keys.
Added team member balance indicator, to show how the battle is going more clearly.
Reworked Dunes terrain using new shaders:
Gives the terrain more detail when close to the screen.
Less texture tiling at long ranges.
Dust wind effects.
Persistent track trails. (Performance intensive, toggled with the 'Track trail effects' option).
+ More to come on other maps.
Added link to the, now official, Sprocket subreddit.
Fixes
Fixed ricochet post-game stat not working, ricochets were being counted as non-penetrations instead.
Leaving and entering the designer no longer sets the current tab back to the first tab in the section.
Era information popup now appears again.
Improved consistency of blueprint preview icon lighting across different maps.
Track click & drag editing no longer possible on the track without visualizations - through the hull.
Changes
Updated all built-in blueprints.
Blueprint preview images now fade out around the edges, instead of cutting off.
Made vehicle position consistent in preview images across different vehicles, they should all sit on the bottom of the image now. (Only for newly generated previews)
Reduced memory usage of blueprint preview icons.
Removed obsolete objective progress indicator (red circular fill bar).
Removed obsolete friendly team count indicator.
Lighting adjustments to Sandbox (Flat).
Cannon elevation motor now also has sound when moving, instead of only when accelerating.
Load screen now active until the designer is fully loaded.
Design selection approach changed for scenario AI teams. It now selects random units from certain eras within a mass range. You might find ALLEN on dunes now.
- Hamish
Development Break (Back 5th September 2022)
Hi all,
Just letting you know I'm taking the week off, to recharge for the next big steps.
Back next Monday (5th September) in full force.
- Hamish
V0.123 - New Scenario + General Improvements
Hi all,
Lots of streamlining scenario production in this one.
Additions
1 new wave defence scenario.
5 new latewar enemies.
Custom default and grab cursors. Grab cursors don't appear in designers awaiting undo/redo support.
Reasons for win and loss on end game screens.
Stats to end game screens. Let me know which other stats you'd like to see below (or on the forums).
Fixes
Polished end game screens.
Potential fix for designer UI failing to unload when returning to main menu.
Fixed clutch braking drive+steer gradual braking not functioning when turning left.
Improved recovery of failures during attach/detach. More info
Potential fix for "No Tank's Land" scenario being unbeatable on following playthroughs after beating it once (without leaving the scenario).
Armour view no longer shows up in blueprint save preview icons.
Fixed opening duplicate prompts or selection panels creating a non-functional panel. This would then stick around until the game was restarted.
Changes
Capitalized scenario instructions.
Enemy artillery in "No Tank's Land" scenario now fire while you're in the designer.
Updated enemy Centurion and Spatter blueprints.
Reworked "Fields" scenario's sky with new engine tech.
Tab now changes cycles through the active section, instead of modules.
Made mass & space displays more compact.
Twin transmissions will now shift the inner track into neutral if the outer track is in 1st gear while turning. Allows turning with single gear "transmissions".
Continuing on with additional scenarios, with a focus on more specialist and less general combat.
- Hamish
V0.1221 - Hoxfix
Changed Dunes splash image.
Changed splash image formats of NTL and Fields scenarios.
Fixed broken design reset button.
Added 'Scenario' title to scenario select screen.
V0.122 - Scenario Select Rework + UI Animations
Hi all,
Mainly polish in this one. Let me know if I went overboard with the UI animations.
Additions
Added animated transitions to all GUI.
Fixes
Fixed spare track duplicates & mirrors not saving correctly.
Fixed failed assemblies partially leaving the designer, with no way to return, locking the game. Reproduceable on tracks with no roadwheels.
Steering with cruise control now scales with the current cruise level.
Changes
Reworked scenario selection screen. Making it more open to additional scenarios and give more info on what you're playing.
Updated all starter blueprints.
Increased handling of twin transmissions at speeds. Fixed an error which allowed the track to move faster than the current engine-gear speed.
Clutch braking now gradually applies the brakes during drive+steer, instead of purely disengaging the clutch.
Starting on scenarios next.
- Hamish
V0.121 - General Fixes & Improvements
Hi all,
Additions
Added undo/redo support for the track designer.
Added better visualization for cannon click & drag editing. Allowing you to see where segments start and end more clearly.
Fixes
Scrolling while placing a turret no longer adjusts the number/variant of all rivets attached to said turret.
Fixed track click & drag edits picking up parts under the cursor when releasing the drag.
Reduced shaking/vibration while aiming.
Fixed turret rings spawning with 0 thickness, making them a massive weakspot.
Roadwheels no longer stop rotating when off the ground.
Fixed engine basic power display (underpowered, fast, very fast, etc) not updating with engine changes.
Changes
Cannons now load instantly when spawning and leaving the designer.
Engine presets are now generated instead of pre-configured, making them less susceptible to breaking over updates.
Starting some work on scenarios now, the first on the list being a proper scenario selection screen.
- Hamish
V0.120 - Engine Sound Overhaul
Hi all,
Lots of fun with this update. You've all got AKM and the ICO Sprocket community to thank for this one being so soon. Having gotten tired with the placeholder engine sound effects, they worked together to provide and test the quality effects in this update.
Additions
Added new sound effects for engines depending on engine size. There are now unique sounds for 4, 6, 8 and 12 cylinder engines. Pitch & volume changes slightly with cylinder displacement. Each vehicle and engine combination should have its own unique sound now.
Added new sound for tracks. Making the vehicle feel heavier with various rattling and squeaks.
Fixes
Fixed increased cannon aim shake added in multi-cannons, back to the initial amount. Full fix for shake coming in the next few.
Changes
Lowered lateral velocity damping. Now starts of lower at low speeds, then lowers until it's completely off by ~60km/h. This makes turning feel slightly less on rails, though it's subtle.
Increased turning resistance significantly, in an attempt to get back to realistic turning and make good turners a design challenge again.
Changed visual effects for track dirt throw off.
RPM counter now rounds to the nearest integer below 100rpm.
- Hamish
V0.11916 - Multi-cannons now stable
Hi all,
That marks all known multi-cannons bugs fixed. Now moving to stable.
Fixes
Fixed translate tool not moving parts on the selected axis when placed on a rotated turret.
Fixed parts on rotated turrets having their mirror's rotation inverted when moving via translate or rotation.
Raised cannon barrel segment length minimum from 0.005 to 0.01.
Fixed incorrect cannon barrel shading on surfaces connecting the segments.
Fixed inability to fire gun when aiming outside of turret rotation range. This only applies when there is 1 gunner is in the selected fire group.
Fixed incorrect Matilda mantlet barrel position at low scales, causing the barrel to visually detach from the mantlet.
Stopped loading hull blueprints from destroying attached turrets.
Fixed incorrect commander efficiency debuff for newly assigned commanders.
Changes
Increased HVSS spring torque by 100%. Strength now scales with suspension scale squared instead of linear scale.
Next up: Cooling off the heavy features with improvements to engine sound effects.