Overwatch system update / Grenade Physics update!/ UI Bugfixes / FX bugfixes / Extra UI options
Overwatch system update
-Overwatch now acts more like Force-Fire where the unit will pivot about the designated overwatch 'point'. Own those corners!
Grenade physics update
-All grenades now throw to the same distance
-Fuse times have not been changed
-Tweaks and changes to animation as well as friction and "bounciness"
UI Bugfixes
-Detection Range bar for unit info in Cryovats now fixed
FX Bugfixes
-burstpistol shellcasings emit from correct position
Extra UI options
-"Toggle Hold [LMB] to pickup" now added
Other patchnotes
-Units should now reset a ranged weapon's melee state after a melee engagement and no threats are in sight.
-Deployable item breaking bug (claymores and static style deployables) hotfix applied
-The convergence rate of multiple paths (when multiple units are drag-pathed) has been reduced. You still have to drag relatively quickly to ensure parallel as possible paths are generated. (Or theres always hold[RMB] for that)
Neurocity LX-rampage bug on higher difficulties fix / Trapper, Spiker parts drop bug fix
Neurocity hotfix
-LX should no longer go on rampages on higher difficulties once UNIPOL swat team suffers morale breaks.
Trapper, Spiker parts
-Trapper veins had bugged linking to the trapper feelers they were supposed to drop, fixed
-Spikers now drop spiker muscles consistently
NEW Grenade system! / Exploit fixes / Unit stats bugfixes
NEW Grenade system!
So after ruminating over a forum discussion with player Aminus Tek last week, and getting a sudden flash of inspiration over the weekend about how to potentially implement this-- I'm happy to present one that I think works, looks and feels hopefully better than the one that came before!
-grenades now pass over low-obstacles
-grenade physics overhaul, no longer have linear drag (where previously they were 'rolled') and have redone 'rebound' and friction factors to accomodate throwing around corners better.
-grenades also have a new animation where they are seemingly lobbed 'upwards', and at their largest size/highest point -- that is the visual indicator of their fuse at halfway point.
-grenades move at constant velocity, and some like the gunstrike marker have retweaked velocities and revisited fuse-times.
-lastly, grenades still catch onto units.
exploit fixes
-Accessing an unclosed home-base store via 'locker-hack' and going on a mission, then being able to access said home-base store should no longer work.
Unit stats bugfixes
-All units stats with gear should display properly in all cryovats now
-Lt Rion bug on fortuna at Veteran and above difficulty fixed
-Hidden squad revive/spawnpoint on Ghosts and Shells removed
Helibase collider fix
-Helibase collision made more robust, should safely hold a large party of 20+ Strain at least and not have them teleport outside.
Tutorial / item / lore text tweaks
-Tutorial wording made more explicit with regards to mouse inputs and other specifics
-Some item descriptions tweaked
-Added some lines to Cpl. Diu's conversation list.
Next up
-Working on 'taking store to mission site' exploit!
-Medical team stats reflecting in Unit Stats [Cryovats]
Tree colliders fix / 12.5mm reload acceleration-ramp tweaked
"sticky" trees fix
In an impressive display of brute-force testing, Jeff has seemingly found a solution for units getting stuck on tree-like colliders. Let us know if they continue to be an issue!
Faster 12.5mm reloading
It should take ~3secs on from initial click-and-hold to full topup for the 12.5mm cannon. The single round loading is obviously still in effect, and operates around a clearer 'acceleration' model that allows 100 rounds to be controlled-loaded over ~2sec before kicking into overdrive for the last ~1sec and cramming the ammo into the Wpn Bay. I trust this works better now for all minigun-crazy commanders! Thanks again for your continued feedback~
Other fixes
-Blue Berets should now display their melee bonus status more consistently
-Outpost 826/Homebase helicamera constraints now widened to allow reticle to aim at the edge of map at minimum zoom levels
-Shotgun "Chucky" magazine now holds 6 shells.
-Shotgun "Stumpy" now fires soft-target piercing flechettes in a wider spread and reduced range/shot pattern.
-Shotgun "Outranger" now fires powerful, longer ranged, multi-stage accurised AP-slugs that can pierce thin obstacles, like Mauler armour.
-All shotgun prices tweaked
-Pistols received a 30% magazine size increase as well as maximum range buff, optimal-engagement distances still remain the same.
-SMGS receive a ~13% optimal and max range increase.
UI & Sound updates
-LMB, MMB, RMB can all be used now to navigate the map selection screen >:O~
-Units no longer interrupt themselves to acknowledge the commander when given movement orders
-Controls reference added to ingame menu
-Added option to hide playspeed slider
Bugfixes
-Some wall colliders with inverted polygons fixed
-Tutorial on Veteran and Neptune difficulty no longer has infectees rampaging in base on first arrival.
Neurocity Hotfix / Bodybag info fix
Neurocity Hotfix
-LX no longer tries to close in on Pax, and dropping units through the ceiling should no longer proc the same old response... c:
Bodybag info
White Cell defender and Unipol Special unit now has correct info/labels reflected on their bodybag items. Thanks again for the spot!!
You may now change up the difficulty on the fly before you hop into any save. And yes, they stack with Red Sites. Hope you enjoy the merc missions on Veteran / Neptune Command status :)
Retuned enemy A.I/pathfinding
This thorn in our side is finally pulled out - hostiles now plot a better intercept course based on where your units are moving, to prevent the easy-kiting or buffering issue that used to plague the game when units are fast enough.
Heavy Battle Rifle update
-harder hitting (can one-shot a stabber at black ribbon 7) and improved knockback
-longer range
-High velocity rounds
-slightly longer reload
-tweaked aimspeed/turnrate
-edited pricing and description
-edited sound and tracer scale(prolly wont notice often due to new projectile velocity lol)
Other fixes
-Fixed Claymores disappearing bug after being deployed
-Item descriptions updated, Neobrigandine Cape and Ballistic Plate
-APC colliders retuned for easier... access.. by Strain units
Ground Penetrating Radar Trackers! / Unit tweaks
New item: GPR Tracker
GPR Trackers provides the ability to see/detect through all obstacles, +100 detection on equip, and counters Blindness. Find them in the SOCOM Armoury at the Spec War site.
Unit tweaks
-Ravin (Mercenary Defender class) now knows the difference between his left and right equip slots.
-Killteam bodybag text edited
-Mercenary descriptions edited
-Loaded trait description edited
-Kill Teams now auto-reload
-Seeker Strain now has xray vision!
Unit / Items / Trait / Map /UI tweaks
Unit
-Cloaker Strain no longer affected by morale system, will decloak during attack sequence for a duration of 1s.
Items
-Frag Grenade does 66% more dmg per shrapnel, with 25% added blast range.
-HE Grenade has twice the blast range.
-LIDAR FCS no longer gives detection bonus while equipped, and now gives +30% dmg. Prices also adjusted.
-Carry Up! and Equip Up! are now found in the SOCOM armoury in the SpecWar site. Prices also adjusted.
Traits
-Deep Six! trait now has 4s cooldown
Maps
-Mirage Sector has edited objectives text
-Starting strain from The Wall onwards to reaching Outpost 826 all have correct kill/capture values
-Outpost 826 has been edited to remove/reposition some troublesome obstacles and replacing some with 'hideout bushes'.