A new update, time is for all available branches including the default branch.
Considering all the last changes made in past incubator builds, it was decided that this build was the right opportunity to also update the default build.
The users that only play the default branch will find a lot of interesting additions.
But this update, like the ones before, it is the result of the ongoing process of revamping the existing campaign, so the changes are either in the editor or the user experience.
The two main highlights are:
The new configuration for the multi lock, now it can be changed how it behaves on the options menu or using the command window during gameplay
The new Alpha Strike attack, this action can be activated by pressing "change weapon"+"Fire selected weapon" at the same time, it will fire all available ammo immediately but with a of cost of a longer reload time.
This time it also has been added new challenges and a new fully voiced Battle scenario, if you already have some good aircraft in your hangar you should give it a try
CHANGE LIST
ADDED: Mission editor: option to save/load core and custom challenges
ADDED: Mission editor: in unit list now shows the ace name to help selection
ADDED: Mission editor: in unit list has been added the option to remove individually or completely clean the scene
ADDED: Mission editor: Triggers: num pickups
ADDED: the ability to define the default screen compositors
ADDED: the option to configure how the Multi lock behaves
ADDED: the option to change Multi lock options during gameplay using command menu
ADDED: the option to link sp weapon fire to main weapon
ADDED: action: set compositor on
ADDED: Alpha strike attack
ADDED: A/FX-12 Challenge
ADDED: AFTI 244.180 Challenge
ADDED: Lampyridae Challenge
ADDED: Near Have Blue Challenge
ADDED: F-15Streak Challenge
ADDED: F-16 Agile Falcon Challenge
ADDED: Bop Challenge
ADDED: F-22V Challenge
ADDED: P.125 Challenge
ADDED: X-16S Challenge
ADDED: VX-11
ADDED: ColdPigeon
ADDED: Combined operations Battle scenario
ADDED: NAM-16_Mod-A
ADDED: SSD-25M
ADDED: SSD-25V
ADDED: Health pickup
ADDED: Sub ammo pickup
ADDED: Main ammo pickup
ADDED: Sp ammo pickup
FIXED: crash when starting F-16C_B25 Challenge
FIXED: ignoring keys in writing text if they are pressed at the same time
FIXED: Mission editor: occasional crash when changing AI type
FIXED: the duplicated map on ContinentalM9
FIXED: center position of the map ContinentalM8
FIXED: gun prediction aim sometimes not showing or disappearing after changing weapon
FIXED: SAAM linked to air flow vector
FIXED: in High AoA the lock track is not aligned with the unit
FIXED: aircrafts with destroyed sub object will continue to not have them even after respawn
FIXED: Mission editor: fixed yaw control in units placement
FIXED: the jamming ability to cancel lock was not working
FIXED: mission editor, sp selection after coming back from the editor
FIXED: S-32 roll animation.
FIXED: XST rudder animation
FIXED: YF-16CCV right elevator
FIXED: F-35s family is missing the right rudder animation.
UPDATED: F-15 family special weapons
UPDATED: F-16 family special weapons
UPDATED: Now the main weapons can be added to the SP slot and automatically act as extra ammo reserve
v0.9117 [Incubator]
New version available!
Incubator only for now. In this update there are two things that need to be highlighted, first it has been added a possible fix for the X52 joystick, I wasn’t able to test it, so I’m interested to know if this update really fixes the issue of assigning new controls with this joystick. The other important addition it is the addition of a small code optimization that makes intense battles the run much faster.
Other point that may as well be equally important, the avionics specs continue to be revised, in this update it was updated the F-16 and Su-47 family. Related to this, here is a tip, the stats in the hangar are helpful but they can be very misleading if you don’t consider the role of each aircraft.
Also there have been several improvements in the cutscenes, but while they are being announced here they will likely only be visible after that campaign becomes available, but to anyone interested, during the cutscenes is now possible to offer choices to the player that will affect the outcome of future missions.
And finally, multi lock and rocket accuracy have been fixed.
CHANGE LIST
ADDED: Cutscenes: new resource system
ADDED: Cutscenes: branching option
ADDED: Cutscenes: added the option to link multiple sequences of cutscenes
ADDED: Mission Editor: in next level action, the option to end the campaign at the end of a branch
ADDED: Mission Editor: added the option to save and load missions from the edit folder
ADDED: variable tracking refresh rates for the missiles
ADDED: Optimization in projectile collision
ADDED: D 645-5
ADDED: YAIM-120A
ADDED: AIM-120B
ADDED: AIM-120C
ADDED: AIM-120C-4
ADDED: AIM-120C-6
ADDED: AIM-120C-7
ADDED: AIM-120D
ADDED: Tactical Symmetry music
ADDED: Green Celt music
ADDED: The Wheel music
UPDATED: F-16 Family avionic specs
UPDATED: F-104 Family avionic specs
UPDATED: Lampyridae Family avionic specs
UPDATED: Su-47 Family avionic specs
UPDATED: novel type cutscene
UPDATED: Structure type object skin options
FIXED: wrong weapon state when the campaign has hidden units
FIXED: campaign and mission editor does not update the new mission in the list after being saved
FIXED: cutscenes not appearing when set before the briefing
FIXED: multi lock not behaving properly
FIXED: Mission editor: not showing variables names
FIXED: Su-33 reaction time
FIXED: helicopter AI movement
FIXED: the text parser not reading if multiple keys are pressed at the same time
FIXED: rocket accuracy
FIXED: Aspide MK-1 linked to the wrong sound file
FIXED: crash after going two times to the options menu
[Not tested with the actual joystick] FIXED: X52 support or if a button is continuously pressed when changing button configuration
FIXED: whiteout effect that units have at distance
FIXED: Crash when selection a object of the map in the mission editor
v0.9117 [Incubator]
New version available!
Incubator only for now. In this update there are two things that need to be highlighted, first it has been added a possible fix for the X52 joystick, I wasn’t able to test it, so I’m interested to know if this update really fixes the issue of assigning new controls with this joystick. The other important addition it is the addition of a small code optimization that makes intense battles the run much faster.
Other point that may as well be equally important, the avionics specs continue to be revised, in this update it was updated the F-16 and Su-47 family. Related to this, here is a tip, the stats in the hangar are helpful but they can be very misleading if you don’t consider the role of each aircraft.
Also there have been several improvements in the cutscenes, but while they are being announced here they will likely only be visible after that campaign becomes available, but to anyone interested, during the cutscenes is now possible to offer choices to the player that will affect the outcome of future missions.
And finally, multi lock and rocket accuracy have been fixed.
CHANGE LIST
ADDED: Cutscenes: new resource system
ADDED: Cutscenes: branching option
ADDED: Cutscenes: added the option to link multiple sequences of cutscenes
ADDED: Mission Editor: in next level action, the option to end the campaign at the end of a branch
ADDED: Mission Editor: added the option to save and load missions from the edit folder
ADDED: variable tracking refresh rates for the missiles
ADDED: Optimization in projectile collision
ADDED: D 645-5
ADDED: YAIM-120A
ADDED: AIM-120B
ADDED: AIM-120C
ADDED: AIM-120C-4
ADDED: AIM-120C-6
ADDED: AIM-120C-7
ADDED: AIM-120D
ADDED: Tactical Symmetry music
ADDED: Green Celt music
ADDED: The Wheel music
UPDATED: F-16 Family avionic specs
UPDATED: F-104 Family avionic specs
UPDATED: Lampyridae Family avionic specs
UPDATED: Su-47 Family avionic specs
UPDATED: novel type cutscene
UPDATED: Structure type object skin options
FIXED: wrong weapon state when the campaign has hidden units
FIXED: campaign and mission editor does not update the new mission in the list after being saved
FIXED: cutscenes not appearing when set before the briefing
FIXED: multi lock not behaving properly
FIXED: Mission editor: not showing variables names
FIXED: Su-33 reaction time
FIXED: helicopter AI movement
FIXED: the text parser not reading if multiple keys are pressed at the same time
FIXED: rocket accuracy
FIXED: Aspide MK-1 linked to the wrong sound file
FIXED: crash after going two times to the options menu
[Not tested with the actual joystick] FIXED: X52 support or if a button is continuously pressed when changing button configuration
FIXED: whiteout effect that units have at distance
FIXED: Crash when selection a object of the map in the mission editor
Update v0.9115 + v0.9116 [Incubator]
This announcement is about the last two updates made available in the past few days.
They are available on the incubator branch only, but the players that use the standard build can run the incubator at anytime, more information can be found in the " Incubator branch" thread.
This new build should be more solid and clean of issues than the existing version, but give it a few days just to be sure that it doesn´t introduces critical issue and then it will be made part of the default content.
As for the update itself, since now all the gameplay mechanics are in place, it is a lot easier to find and correct all the issues that have been lurking around, this update fixes lots of them, especially in the mission and campaign editor.
Also, the ongoing development of the final campaigns are providing an excellent opportunity to test all the existing features, so anyone interested in using the editors will be pleased with these improvements.
This update also includes several new bombers units that will be used in these campaigns, some still need some tweaks, but they can consider this as a preview of the final campaign. A notable unit is the SWL-3, this is because it is a boss unit with support role that uses laser type weapons to neutralize enemy projectiles.
Also speaking about lasers, it is clear that several of you might have been interested for quite some time in the addition of this kind of weapon, while at the moment there aren´t a lot of examples, I think it has more than enough to play around and make you own.
A final point, this update also tweaks the gameplay balance of some units, first it changes the special weapons as the result of ongoing discussion in the forums and other it updates avionics parameters to properly follow the role of the unit. In this update only a few families have been tweaked but the rest will be done in the following updates
CHANGE LIST
ADDED option to show logo for custom skins
ADDED: the option to disable outline in the skins
ADDED: LOD to reactor particles
ADDED in the action "fire projectile", the option to configure the initial velocity
ADDED: in the mission editor, the option to set the NPC mission as "do nothing"
ADDED: in the mission editor, new Action: Set Position
ADDED: in the mission editor, new Action: Camera shake
ADDED: in the mission editor, new Action: Change Scene Time
ADDED in the mission editor, new Action: Flash Fade
ADDED: in the mission editor, new Action: Change SP weapon
ADDED in the mission editor, new Action: Change deploy State
ADDED: in the mission editor, the option to select the unit voice
ADDED: in the mission editor, the option to forbid the AI to act on revenge
ADDED: in the campaign editor more options to unlock aircraft
ADDED: ATA Model 21 challenge
ADDED: A-12 challenge
ADDED: YF-5A challenge
ADDED: Laser type weapon
ADDED: EOS-5PP
ADDED: SWL-3
ADDED: T-4
ADDED: T-4+VKS
ADDED: T-4M
ADDED: M-67 LK-M
ADDED: M-67 Kreiser LK
ADDED: 1046-1010
ADDED: T-4MS-8
ADDED: T-4MS-5
ADDED: T-20-6
ADDED: CL-282
ADDED: BQM-34A
UPDATED: S-32 with weaponsbay
UPDATED: Su-47S with weaponsbay
UPDATED: A-12 with weaponsbay, specs and special weapons
UPDATED: ATA Model-21 with weaponsbay, specs and special weapons
UPDATED: A/FX-12 with weaponsbay, specs and special weapons
UPDATED: BOP MK2 with weaponsbay, specs
UPDATED: F-36 with weaponsbay, specs
UPDATED: X-36 specs
UPDATED: A-10 family specs
UPDATED: F-22 family specs
UPDATED: F-15 family special weapons
UPDATED: F-16 family special weapons
UPDATED: Gun sounds
FIXED: the kaleidoscope effect when flying close to the water
FIXED: crash when ground objects without weapons have AI
FIXED: XST challenge
FIXED: occasional crash when changing the AI type of a NPC unit
FIXED: White square in Desert Map2
FIXED: Units visible in the hangar when set as hidden in the campaign editor
FIXED: show difficulty selection menu in campaigns that only have one difficulty level
FIXED: Mission editor: action UnitChangeDmgLimit assigning the wrong script ID
FIXED: Mission editor: action UnitChangeHudInfo assigning the wrong script ID
FIXED: Mission editor: Action call delay does not save float values
FIXED: Mission editor: fixed issues with spawn projectile action
FIXED: Mission editor: fixed issues with Trigger Units in Area
FIXED: Mission editor: Remove target in NPC mission not working
FIXED: Mission editor: the mutators reset after loading the mission
FIXED: Mission editor: wrong pitch orientation for the spawn position when using the helper
FIXED: Mission editor: the action Units in Area, does not count properly
FIXED: Mission editor: deleting the dialogs after testing the mission
FIXED: the issue of missiles with proximity fuse making lower damage than intended to large units
FIXED: campaign editor save window being occluded by the edit window
FIXED: campaign editor Issue at reading unlockables in the mission editor
FIXED: campaign editor not saving the weapons state
Update v0.9114
This is just a small fix to correct the issue that occasionally causes the frame rate to drop considerably in the battle scenario mode and campaign missions.
But it also adds a few other fixes:
CHANGE LIST
FIXED: group ID not saving data when change the type ID
FIXED: sub object remains active even if the parent radar is disabled
FIXED: edit countermeasures amount change the wrong parameters value
FIXED: remove button in mission edit not working for pickups and structures
FIXED: loading other mission in the editor do not remove pickups or structures
FIXED: Structures not reading the materials properly
FIXED: the mission editor not loading the dialog lines after returning from the test mission option
Update v0.9113
New update, well I wasn’t expecting to release this update so soon, but during the development I’ve found and corrected some of the issues that were causing the game to occasionally crash during gameplay. After that, the game didn’t crash once and the frame rate also seems to be increased.
A change like this made me think that this update should be public as soon as possible so I didn’t had the time to add the challenges I was planning.
I’ve tested over and over again in the most intensive battles and I haven’t found a single crash, but it is always possible that there is still some issues there, also I didn’t experienced the drop in frame rate that some players felt, so if anyone experienced before, please let me know if it has been fixed in your end or not.
CHANGE LIST
FIXED: crash when units with buff or debuff are near a projectile
FIXED: units that create jamming detection hole can't be hidden with similar units
FIXED: units that create jamming false targets for the allies can't create clones of units with similar ability
FIXED: refill countermeasures after respawn
FIXED: custom skins send glow and specular map
FIXED: misalignment in the mission complete in the skirmish mode
FIXED: crash after unit is killed (happen more frequently in Ziz and large battles)
FIXED: crash if placed wrong name for live animation
FIXED: crash after sub objects killed (happen more frequently in Ziz and large battles)
FIXED: max visible range not working properly for sub objects
FIXED: AI ignore the mission borders
FIXED: sub objects and ground vehicles not firing when equipped with some types of weapons
FIXED Bomb indicator shown in the top corner when looking away from the drop prediction point
ADDED: the ability to show "neutralized" using the display warnings action
ADDED: the option to configure start countermeasure values in the mission editor
ADDED: the option to add sound LOD in effect objects
ADDED: the option to add particle LOD in effect objects
ADDED: option to set meshs in the background
ADDED: MiG-29IB
ADDED: Mig-29SM4
ADDED: J-31
ADDED: ATA model21
ADDED: A_FX-12
ADDED: F-313
ADDED: TDEFS
ADDED: P-48 Mod-A
ADDED: P-48 Mod-B
UPDATED: Visby
UPDATED: P-48
UPDATED: A-12
UPDATED: VR Map
Update v0.9112
Finally a new update to the standard build, after all the improvements that have been developed in the incubator branch the current build of VT finally reached a state that it can be applied to the main branch.
If you have been playing only in the main branch you will see a lot of changes including the new countermeasures mechanics. But in that case I recommend you to have a look to the "incubator branch" thread to see what changes list of past versions.
I also what to say thanks to those that followed the development through the incubator branch, you've have been really helpful in testing this branch while it was unstable.
As for the future of the incubator branch, I don't think the game will require another big change in the code, but I sure this branch can still be useful for soft releases to test if what is being delivered is really working as it should
CHANGE LIST
FIXED: the AI calculation to use countermeasures
FIXED: the reaction time of the AI in using the first flare
FIXED: the AI now tries to consider which is the best countermeasure to be used (they are not aware of the true answer so even more skilled AIs will make mistakes)
FIXED: the use of chaff stopped the missiles' tracking system from ever working again
FIXED: after being tricked the proximity fuse completely ignored the targeted enemy even if they are few meters apart
FIXED: in the hangar menu it reuses old custom transparent material when a aircraft doesn't have a anything configured in the skin
FIXED: the world environment doesn't update in debug mode
FIXED: show player info in the left corner when there are no targets around
FIXED: in the editor when creating a new mission the player starts in position 0 0 0
FIXED: altitude display when moving below sea level
ADDED: smooth transition when starting the level
ADDED: smooth transition when activating the pause menu
ADDED: smooth transition when showing the points gained in the mission
ADDED: camera shake when near an explosion
ADDED: the possibility of the selected skin also change the appearance of the carried weapons
ADDED: structures (half done, only test models, need a better texture loading system similar to the aircrafts skins)
ADDED: fade in and out to the afterburner sound
ADDED: Game object speed multiplier in the editor options
ADDED: the ability to load a custom challenges and seamlessly integrate them in the evolution branch (need to add an example to show how this works)
ADDED: the test option in the editor now remembers the last unit used
ADDED: fixed crash after winning or losing a mission during the test option
ADDED: the option to add custom HUD overlays specific to individual maps
ADDED: ability to apply Speed state animation to collision model
ADDED: ability to apply Vel Loop animation to collision model
ADDED: ability to apply loop animation to sub objects
ADDED: ability to apply state animation to layer of sub objects
ADDED: VR map 1
ADDED: Challenge F-4D
ADDED: Challenge F-4J
ADDED: Challenge F-4S
ADDED: Challenge N-156F_E
ADDED: AIM-54B
ADDED: AIM-54C
ADDED: AIM-54C+
ADDED: Fakour 90
ADDED: AIM-82
ADDED: R-60K
ADDED: R-60KM
ADDED: A-12
ADDED: AFTI 244.180
ADDED: F-4S
ADDED: F-4D
ADDED: N-156F (Early)
ADDED: N-156F (Late)
ADDED: YF-5A
ADDED: MRE
ADDED: BOP MK2
ADDED: Harpy
UPDATED: Improved AI behavior after firing missiles
UPDATED: main missiles FOV
UPDATED: tweaked R-60M
UPDATED: Glass Material
UPDATED: family structure of several families and reorganized the other they are displayed in the challenge mode
UPDATED: how the AI skill is configured in the editor
UPDATED: Su-37 challenge, added a bit more initial HP
Update v0.9107 [Incubator]
Releasing new update is always a delicate action; after it becomes public there is always a feeling of anticipation.
Besides the question of “will they like it?” there is also the fear of introducing new bugs. In my experience I’ve seen small changes turning into nasty undesired results.
To prevent that is why updates that change the gamplay are usually the slowest to become available, however as the game grows, it becomes increasingly difficult to be able to test every corner of the game in just a few days before releasing it.
That is why I’ll try something different in the next build, the use of development branches. As this update features a variety of changes, so it seems to me that the best solution is to provide an alternative branch, this also enables me to easily upload new changes without the worry of making extensive tests in all sides of the game.
This branch will be called, incubator and can be available by following these steps:
Open steam client->select VT->Properties-> Betas->incubator->start game
But keep in mind, the purpose of this build is to serve as a repository for the newest changes/additions, only when we are sure that these new changes don’t create any undesirable effect the same build will be moved to the default and beta branches.
This will also be a test, if this system works, I’m very likely to continue to use this branch, but keep in mind this is not a stable branch and it is possible sometime in the future new updates break some side of the game. If that happens and a fix takes time to be available, you can always go back to the default or beta branch.
(also this update is all about gameplay, but additional content will be added very soon in this branch)
CHANGE LIST
FIXED: hangar mode running out of memory
FIXED: AI aircraft looking at targets on its back
FIXED: Su-37 challenge
ADDED: Countermeasures
ADDED: New bomb aiming system
ADDED: Destroyable Projectiles
ADDED: Each engine can have a different reactor
ADDED: Ability to test missions in the editor
ADDED: the ability to become undetected to high altitude aircraft by flying close to ground
ADDED: and updated some aircrafts descriptions
UPDATED: AI behavior
UPDATED: Sub objects now aim with lead
Update v0.9106
As usual here comes the quick fix the address some of the issues of the last update.
CHANGE LIST
FIXED: typo in the Testament squadron
FIXED: F-16C B25 Challenge only being considered clear if the player leaves the mission area
FIXED: win condition for the F-16 S/MTD challenge
FIXED: win condition for the Su-27S challenge
FIXED: win condition for the F-104S ASA/M challenge
FIXED: unlock requirements for the F-22
FIXED: uploaded the right file for the XST challenge
FIXED: in the campaign editor, some issues with save/load option
FIXED: in the campaign editor, the level selection sometimes not saving the last change in the combo box
FIXED: in the campaign editor, the when creating a new mission the system overwrites all others with the same information
UPDATED: S_210B challenge
UPDATED: Su-27SM challenge
UPDATED: S_210B challenge
UPDATED: in the campaign editor, some elements to improve usability
Update v0.9105
Here is the second part of the major upgrade that was initially planned.
But now looking back, it was definitely a good choice to split them in two.
This Build introduces the pickup system, this new mechanic opens a lot of possibilities, both in challenges and game modes, but at the moment it has only added a single pickup. But beyond that, the main purpose of this update is to add enough challenges for the player to be able to reach the F-22A and Su-37.
It would be great if next updates add the same amount of challenges like this, but we'll see, the main goal for the next update is to introduce counter-measures, so that is something that definitely worth waiting
CHANGE LIST
FIXED: bomb CCIP
FIXED: AGM-84 in the F-14D QS
FIXED: crash when display the F-104S in the loading screen
FIXED: V-601D sometimes exploding right after firing missile
FIXED: V-601D no longer play tracking sound when is waiting for the weapon to reload
FIXED: F/A-22S5 engine effects
FIXED: F-22V engine effects
FIXED: FB-22-1 engine effects
FIXED: FB-22-3 engine effects
FIXED: F-22B animation
FIXED: P.125 ECR animation
FIXED: FB-22C animation
FIXED: F-22UL animation
FIXED: J-35D animation
FIXED: FB-22A gun position
FIXED: FB-22C gun position
FIXED: FB-22-1 gun position
FIXED: F-22X gun position
FIXED: YA-10 animation
FIXED: XF10F hardpoint placement
ADDED: Trigger unit bounds
ADDED: Action to show warnings
ADDED: Pickup System
ADDED: 500 points star pickup
ADDED: YF-14F Aircraft
ADDED: Surprise Fighter A Aircraft
ADDED: Surprise Fighter B Aircraft
ADDED: LA-2000 Aircraft
ADDED: XF10F Aircraft
ADDED: Su-30MKK Aircraft
ADDED: Su-30MK2 Aircraft
ADDED: S 210B Aircraft
ADDED: S 35-1 Aircraft
ADDED: J-35A (short) Aircraft
ADDED: J-35A (Long) Aircraft
ADDED: J-35B Aircraft
ADDED: MiG-27M Aircraft
ADDED: Bird of Prey Aircraft
ADDED: F-36 Aircraft
ADDED: J-7FS Aircraft
ADDED: F-14A+ Aircraft
ADDED: F-14AM Aircraft
ADDED: in challenge mode, a family becomes visible if you have at least one unit unlocked (this is to allow players to still see the family even if the family structure changes)
ADDED: the ability to skip challenges
ADDED: in the challenge mode each aircraft you will show the best rank of if it was skipped
ADDED: J-35B Challenge
ADDED: J-35A (Short) Challenge
ADDED: J-35A (Long) Challenge
ADDED: F-22A Challenge
ADDED: S 35-1 Challenge
ADDED: S 210B Challenge
ADDED: F-14AM Challenge
ADDED: F-14A+ Challenge
ADDED: MiG-28 Challenge
ADDED: F-16 S/MTD Challenge
ADDED: F-15B Challenge
ADDED: F-15C Challenge
ADDED: F-15J Challenge
ADDED: F-15J Kai Challenge
ADDED: F-16C B25 Challenge
ADDED: F-5A Challenge
ADDED: Su-27S Challenge
ADDED: P-42 Challenge
ADDED: Su-27SM Challenge
ADDED: Su-37 Challenge
ADDED: XF10F Challenge
UPDATED: XST challenge
UPDATED: A-10A challenge
UPDATED: F-15A challenge
UPDATED: F-120C stats
UPDATED: increased significantly the rate of fire for the V-601D
UPDATED: ships and large units now have armor effect