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MWLL 0.8.0 Change Log

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Oct 28th, 2016
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  1. Version 0.8 Community Edition
  2. -----------------------------
  3.  
  4. ------ KNOWN PROBLEMS ------
  5.  
  6. - The Repair and Check-for-updates buttons in the launcher are broken
  7. - Pulse lasers occasionally fire a third pulse
  8. - Camo system won't work for these assets:
  9. All AeroSpace Fighters
  10. All VTOLs
  11. APC
  12. Harasser
  13. Hephaestus
  14. Long Tom
  15. Morrigu
  16. - The reticle modes sometimes get messy when you die, and switch back to the 0.7.1 default modes. If that happens, just press F4 and it will go back to normal
  17. - The buy menu is a bit inconsistent and might not show free tons
  18. - Certian HUD elements might overlap other UI elements
  19.  
  20. ------ BUG FIXES ------
  21.  
  22. Assets
  23. - Ares now shows up as a tank on radar rather than a light mech
  24. - Solitaire with ammo based weapons should no longer instantly lose its side torso when hit by splash
  25.  
  26. HUD
  27. - The weapon list does not contain a phantom entry below the last weapon anymore
  28. - Fixed an issue where the distance to target in the longtom HUD was always 0
  29. - Random color component bug at 75%, 50% and 25% status is gone
  30. - Zooming in won't leave parts of the HUD cut off screen anymore
  31.  
  32.  
  33. --- GAMEPLAY CHANGES ---
  34.  
  35. We have 2 reticle modes now accessible by default
  36. - The default one will be the "Coupled Fixed" mode, where arm and torso will always be locked in the center of the screen
  37. - Pressing Left Alt will switch to "Coupled Interactive" mode, an enhanced version of the old "Torso Follow mode"
  38. In this mode, the torso will start following the reticle as soon as you move it away from the center of the screen
  39.  
  40.  
  41. --- DEFAULT KEYBINDINGS CHANGES -----
  42.  
  43. - VTOL and AeroSpace Fighters now have the same controls:
  44. Pitch up / down : mouse down / up
  45. Yaw left / right : mouse left /right
  46. Roll left / right : A / D keys
  47. - CBill donation confirm has been moved to "enter"
  48. - Cbill donation menu has been moved to "right shift"
  49. - Chain fire switch has been moved to "backspace"
  50. - Weapon group assign has been moved to "right control"
  51. - Left Alt now switches your reticle modes
  52. - Crysis VOIP button has been removed, we don't use it anymore.
  53. - "Show Objectives" keybinding is an actual switch, you don't have to keep it pressed anymore
  54. - Auto Shutdown has been moved to H
  55. - Left mouse button won't fire the selected weapon group anymore, it fires Weapon Group 1 now
  56.  
  57. ------ MISC ------
  58.  
  59. - The height a mech needs to jump from before it stops after touching down has been increased dramatically. Note that this does not affect jumpjets.
  60. - More than 40 camos available for all the ground assets!
  61. - The meaning of cl_free_reticle_independent has been inverted. 0 (default) locks the reticule to the torso, 1 allows independent arm movement
  62. - g_revivetime may now be freely set by the server. It is still advisable that admins keep it above 15 seconds. especially in TC.
  63. - The cheat protection has been improved and the game loading time should be much better now
  64. - Even better loading times thanks to the recompression of PAK files
  65. This will also save a lot of drive space
  66. - Clients may now set g_commentator to 0 to disable Duncan Fisher commentary during SA & LMS game modes. sv_leaguemode_commentator has subsequently been removed
  67. - Dead players can now chat to the living and vice-versa. This will be disabled if league mode is enabled
  68.  
  69. ------ MAP UPDATES ------
  70.  
  71. TC_ThunderRift:
  72. - lowered the ceiling near the forward factories to prevent LT-ing from base
  73. - modified the forward factories: now they support assets only until 65 tons
  74.  
  75. TC_Marshes:
  76. - various small modification/fixes (fixed some clipping object, aligned round fuel tanks near airfield, smoothed terrain on north spawnpoint, modified the position of some smaller buildings etc)
  77. - Center base fix: removed the ground factories and most of the turrets. Two turrets, the two repair bays, and VTOL pad remain. Base weight: 0.5
  78. - Northern central cap point: Added two ground factories with the following assets: light/med/heavy mechs, hovers and tanks (no assaults and LT). No repairs here. Base weight: 0.5
  79. - North east and north west cap points: fixed the behaviour of the turrets, new base weight: 1
  80. - South east and west cap points: new base weight: 1.5
  81. - The base values are shown on the minimap
  82.  
  83. TC_Taiga:
  84. - Map out of bounds timer increased to 30sec
  85. - Main bases are not capturable anymore
  86. - Center cap area fixed (it was much smaller than the others)
  87. - Small adjustments in cap areas overall
  88. - "Glassy" textures improved - you can still see this odd effect on the textures, but it is not so noticeable now.
  89. - Cappable factories can only build assets up to 65tons
  90. - Removed spawn points, factory and repair bays from center cap point - new base weight: 1.5
  91. - Added a second rep bay to the Western base, it has now two, just like the Eastern base. New base weights for both: 0.75
  92. - Fixed floating bridges
  93. - Base weights displayed on minimap
  94. - Fences removed
  95.  
  96. TC_Altay:
  97. - Repair bay in the infamous center base is gone. Center mechbay can build only hovers and lights hovers.
  98. - Updated minimap with base weights
  99. - Changed the cooling factor on the map: now it is 100% (default), previously it was 200%.
  100. - Changed the weight of the center base from 1.5 to 0.5 - backcap should be more viable now
  101. - Smoothed the terrain near the first southern cap point, so it is easier to use the mountains there as an alternate route.
  102. - fixed the holes in terrain/rocks near SouthWest base
  103. - further cleared the SW base area, so there is more space to move and climb the hills
  104. - turrets added: AA mgun turrets to SW and NE bases, LLaser to center
  105. - fixed the behaviour of the turrets in cap points
  106. - fixed mechtraps
  107.  
  108. TC_Kagoshima:
  109. - Removed LT and Tanks from the forward bases.
  110. - Decreased the base weight of the forward factories - they had twice the weight than the other bases, now every base has the same weight.
  111. - modified the capzone at the forward factories
  112.  
  113. TC_Mirage
  114. - Map out of bounds timer increased from 10sec to 25sec
  115. - LLaser turrets replaced with Camera turrets
  116. - There were 2-2 Mlaser turrets at NW and SE direction form the center area - one of the Mlaser turrets are replaced with Camera turrets at each location.
  117. - Extended the playable area near airbases
  118.  
  119. ------ WEAPON CHANGES ------
  120.  
  121. Pulse Lasers
  122. - All Standard Pulse lasers shots per burst reduced from 3 to 2 with heat and damage compacted into those 2 shots. (Note: the stray extra pulse is still present and is a complicated issue)
  123. - Large Pulse laser, Large X Pulse Laser, Clan Large Pulse Laser, range increased to 650, 750, and 850 respectively.
  124. - Heat on entire large pulse laser class has been decreased, more for LPL and XLPL, less so on CLPL.
  125.  
  126. PPCs
  127. - All PPC class functionally reworked. Instead of a single damage source spread evenly across a 3 meter radius, there are now two separate damage sources.
  128. First damage source is primary hit location damage (0.5 meter radius) and is 66% of the damage of the shot.
  129. Secondary damage source is the final 33% of the damage spread over 3 meters including the hit location.
  130. Full damage of 0.7.1 CERPPC was roughly 2600 damage all told, corrected damage is now about 1550 all told, slightly more than a Gauss shot with a little bonus splash mixed in.
  131. PPC particle effect now has a refraction trail.
  132.  
  133. SRM
  134. - SRMs now have a cone of fire effect rather than all firing perfectly straight forward, the cone will adjust to your approximate distance to target (tighter when far away, more spread out when closer up)
  135. - SRMs are now vulnerable to LAMS.
  136. - Damage slightly increased.
  137.  
  138. SSRM
  139. - SSRM tracking improved.
  140. - CSSRM now locks and flies to 450m from 350m.
  141. - SSRMs are now vulnerable to LAMS.
  142. - Damage normalized with SRMs.
  143.  
  144. MRM
  145. - MRM damage increased to match LRM damage per missile on a 1 to 1 ratio.
  146. - MRM launcher fire rate now tied to launcher size like LRMs are, smaller launchers will fire quicker.
  147. - MRMs are now vulnerable to LAMS.
  148.  
  149. LRM
  150. - Clan LRM now fires directly at a shallow angle (0.5m cruise altitude). Minimum arming range is ~25m (matching MRMs). CLRMs are now excellent all around closing weapons but inferior at providing support at range, particularly over cover, as per clan doctrine.
  151. - Decreased tracking ability on CLRM slightly.
  152. - Lock on time is now tied to launcher size, smaller launchers will lock quicker.
  153. - Increased lifetime on ELRMs so that they don't explode prematurely when making course corrections near their max range anymore.
  154.  
  155. Arrow IV
  156. - Arrows reworked entirely.
  157. They are no longer single large damage missiles superior at tracking single targets.
  158. Each salvo now fires 4 individual smaller missiles that will spread and blanket a small area around their target.
  159. Arrows now come in at a steeper angle and fly higher to circumvent cover better, this has functionally increased their minimum range from ~300m to ~500m.
  160. Arrow damage per ton doubled.
  161. Exposed Arrow launchers (on mechs) will now explode for heavy damage if destroyed.
  162. Single smaller faster targets will now be able to dodge arrows much easier, tightly packed groups will now take much more damage from arrows as they function more like artillery support now.
  163.  
  164. ATMs
  165. Standard
  166. - Fire rate decreased to give lighter assets better chance to dodge them.
  167. - Slightly increased health vs LAMS.
  168. - Now identified as ATM (STD)
  169. Extended
  170. - Slightly increased health vs LAMS.
  171. - Higher fire rate compared to Standard. Now on ground assets.
  172. - Fastest lock time.
  173. - Now identified as ATM (ER)
  174. High Explosive (New)
  175. - Very slow fire rate but very high damage and large explosion.
  176. - Very vulnerable to LAMS.
  177. - 300m lifetime and lockon range.
  178. - Slowest lock time.
  179. - Now identified as ATM (HE)
  180. HE ammo is superior at single target suppression but massed SSRMs will do more damage quicker.
  181.  
  182. Gauss
  183. - Gauss now explode in mechs with more consistency, only the Fafnir torsos are completely immune to explosions.
  184. - Increased shots per ton from 10 to 12
  185. Heavy Gauss
  186. - Decreased reload time to normalize with Gauss.
  187. - Now Requires bulky siege pod if ever in a mech arm (Thanatos)
  188. Improved Heavy Gauss
  189. - Decreased reload time to normalize with Gauss
  190. - Increased shots per ton to 6 from 5.
  191. Light Gauss
  192. - Now explodes when destroyed (smaller explosion and less damage than Gauss explosion).
  193.  
  194. UAC20
  195. - Now fires 3 shots instead of 2, damage per burst remains the same, adjusted shots per ton accordingly.
  196.  
  197. UAC10
  198. - Now fire 2 shots instead of 3, damage per burst remains the same, increased shots per ton slightly.
  199.  
  200. AC10
  201. - Reworked, again!
  202. Now fires a shell with same splash radius and 75% of damage of an AC20 shot but fires 1.5x slower than an AC20. This should finally give it the umph required.
  203.  
  204. AC5/UAC5
  205. - Reworked, again!
  206. Tightened up burst from 6 shots to 4 shots.
  207. Increased damage significantly and slowed down fire rate significantly.
  208. Removed all inherent spread.
  209. AC5 now deals high damage but has long refire rate (5 second cooldown) this allows it to function as a long range skirmishing weapon akin to a Large laser.
  210. UAC5 functions identically but has half the refire rate (2.5 second cooldown).
  211.  
  212. AC2
  213. - Reworked to match the AC5.
  214. Damage sits more at an AC2.5 than true AC2.
  215. Tightened up burst from 8 shots to 6.
  216. Now excels as long range sniper weapon but makes inferior AA.
  217. Counts as 3 tons from 3.5 tons in build rules.
  218.  
  219. UAC2
  220. - Reworked to function uniquely from the rest of the UACs.
  221. Now fires a constant stream of bullets making it superior AA and good at wearing down targets caught in the open.
  222. Damage close to a UAC3 than true UAC2.
  223. Good support weapon but requires time to do damage so poor at skirmishing or brawling.
  224. Damage per ton increased.
  225.  
  226. HVAC2
  227. - Unique weapon to the Mauler.
  228. - Functions identically to AC2 but travels to 1500m+ with less shots per ton.
  229.  
  230. HVAC10
  231. - Similar damage profile to AC10, slightly less splash damage.
  232. - Flies faster than an AC10 shot.
  233. - Max range ~900m.
  234. - Fewer shots per ton.
  235.  
  236. Mgun
  237. - Now has unlimited ammo. (INFINITE POWER!)
  238. - Will now overheat after 12 seconds of continuous fire and need to cooldown.
  239.  
  240. LBX
  241. - LBX2, 5, 10 spread slightly increased to match LBX20 spread at their max ranges.
  242.  
  243. Thunderbolts
  244. - Reworked, added some splash damage to fix the weird hit detection issues.
  245. - Can now lock on manually from 750m, flight lifetime at 1000m.
  246. - Now on select ground assets.
  247. - The missiles will track, however they are quite lazy following narc and locks so do not expect to hit a fast target with them unless you are very close or very far.
  248.  
  249. TAG
  250. - Increased Vehicle based TAG range to 1300m.
  251.  
  252. NARC
  253. - Improved tracking ability and flight pattern of narc missiles.
  254. - iNARC now last longer
  255.  
  256. Longtom Artillery overhaul
  257. - Camera won't pitch up/down anymore, so the predicted impact point will be always visible, no matter how high is the pitch of the cannon
  258. - There are now three longtom variants, the Prime uses standard ammo, which behaves unchanged from 0.7.1.
  259. - The A variant now uses short range ammo, which can only fly to ~1200m max and moves slower but creates less heat and chambers faster.
  260. - The B variant now uses long range ammo, which can now fly to ~2500m max range and moves quicker but creates more heat, chambers slower, and is harder to aim at closer targets.
  261. - Slightly increased Min/Max pitch angle of cannon by 1 degree.
  262.  
  263. RAC2
  264. - Increased max spread.
  265. - Normalized spinup time with RAC5.
  266. - Normalized reload time with RAC5.
  267.  
  268. RAC5
  269. - Slightly decreased spinup time.
  270.  
  271. Flak AC2
  272. - New weapon, high good damage vs aircraft but low damage vs ground forces.
  273. - 1200m range, functions similarly to fast firing LBX for maximum efficiency against aircraft.
  274.  
  275. Flak AC5
  276. - New weapon, functionally similar to AC2 but better damage. 900m range.
  277.  
  278. Flamer
  279. - Increased time needed to reach overheat allowing for MOAR BURNINATION.
  280. - Increased splash damage and area significantly, should allow for increased performance against BA on or near the ground or hiding in cover.
  281. - Added impact particle.
  282.  
  283. ------ ASSET VARIANT CHANGES ------
  284.  
  285. - All of em!
  286. - Infamous Shiva A and Donar A have been replaced
  287.  
  288. ------ ASSET CHANGES ------
  289.  
  290. MECHS
  291. - Armor redistributed from legs towards the rest of the mech on all assault, heavy, medium, and stumpy legged lights (Uller, Puma, Cougar).
  292. - Armor and internal weights refactored and inconsistencies fixed. This was causing some mechs like the Thanatos, Black lanner, and Blood Asp to be squishier than needed.
  293. - Fibro Fiborous armor bonus protection honoured where applicable. Many of the lighter mechs were built off the technology and were squisher than needed.
  294. - Standard Jump jets now have better forward thrust.
  295.  
  296. ASF
  297. - Overhaul of ASF flight model.
  298. Top speed of all ASFs has been increased.
  299. Maneuverability has been tweaked to make flight model less twitchy and smoother.
  300. Afterburner is way more powerful now, but it also heat up your asset faster
  301. Maneuverability has been rebalanced. Sparrowhawk isn't the supreme air king anymore, and Shiva feels more like an 85T bomber rather than a 1kg RC plane.
  302. - Sulla A and D have 350XL instead of the default 315XL engine mounted in the other variants. This makes them more suitable for dogfights against Corsairs and SparrowHawks
  303. - ASF and VTOLs now have a default active radar range of 1500m and passive radar of 1000m, this applies both to their own radar and what range they can be detected at from the ground.
  304. - ASF/VTOL can no longer detect BA on their radar without the help of a ground based C3 relaying it to them.
  305. - GECM on aircraft makes them detectable at 999m from the ground rather than 1500m when active, however they are still detectable by other aircraft out to 1500m. (this is an issue with how GECM behaves in the code)
  306.  
  307. Shiva
  308. - Materials have been updated; Shiva doesn't look like a mirror anymore.
  309.  
  310. VTOL
  311. - Slight tweak of the flight model.
  312. Changed mass values and moved the center of the mass to make the flight model smoother and less twitchy
  313. Yaw/pitch/roll speeds are unchanged from 0.7.1
  314.  
  315. Ryoken (Stormcrow)
  316. - Fix for physicalized weapons (like Gauss) passing through the "cheeks" of the torso.
  317. - Hit boxes tweaked so that most of the cockpit canopy is CT instead of being thinly sliced between RT, CT, and LT.
  318. - Some variants now have LAMS.
  319.  
  320. Chevalier
  321. - Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.
  322.  
  323. Harasser
  324. - Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.
  325.  
  326. Hephaestus
  327. - Adjusted splash damage modifiers and transfer rates to counteract sudden death syndrome.
  328.  
  329. Warhammer
  330. - Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.
  331.  
  332. Catapult
  333. - Prime variant now uses a Fusion engine and is the original variant, substantially decreasing its price, it also has lower side torso transfer rates.
  334.  
  335. Solitaire
  336. - Improved turn rate.
  337.  
  338. Avatar
  339. - Armor redistributed from arms towards side torsos and CT.
  340. - Now has 360 torso twist.
  341.  
  342. Uziel
  343. - Armor further distributed from arms towards side torsos and CT.
  344.  
  345. Mauler
  346. - Armor redistributed from arms towards side torsos and CT.
  347.  
  348. Owens
  349. - BAP, C3, and TAG are now fixed to the chassis and will always be present on all variants.
  350.  
  351. Shadowcat
  352. - MASC and JJs are now fixed to the chassis and will always be present on all variants.
  353.  
  354. Rifleman
  355. - Armor redistributed from arms towards side torsos and CT.
  356.  
  357. Puma
  358. - Armor redistributed from arms towards side torsos and CT.
  359.  
  360. Vulture
  361. - Armor redistributed from arms towards side torsos and CT.
  362.  
  363. Huit
  364. - LAMS added to the chassis.
  365. - Huit now has correctly sized Fusion engine based off podspace and speed. This resulted in the loss of 5.5 tons of podspace and nearly half the speed. (The Huit was WAY too fast before, sorry)
  366.  
  367. Longtom
  368. - Now has correct armor and internals.
  369. - Drastically reduced boost heat buildup.
  370.  
  371. Partisan
  372. - Added LAMS to turret
  373. - Partisan "F" has Fusion engine to achieve superior speed, its base chassis price is substantially higher.
  374.  
  375. Oro
  376. - Increased max pitch value to 65 degrees. The Oro was originally an AA tank for the clans in CBT, this should help it with that.
  377.  
  378. Awesome
  379. - Increased turn rate.
  380.  
  381. ------ GAME FLOW CHANGES ------
  382.  
  383. - Counted armor into base chassis price rather than as independent value to avoid weird prices.
  384. - There are now 8 C-bill modifiers instead of 4, instead of a 20% +/- modifier to cbills earned it is now 10%.
  385. The tiers are as follows:
  386. Harasser=1, Hephaestus=1, Hawkmoth=1, SparrowHawk=1, Apc=1, Osiris=1, Solitaire=1,
  387. Chevalier=2, Donar=2, Raven=2, Owens=2, Uller=2, Chimera=2, Ares=2
  388. Puma=3, Cougar=3, Partisan=3, Corsair=3, Sulla=3, HollanderII=3, Uziel=3,
  389. Blacklanner=4, Bushwacker=4, Shadowcat=4, Epona=4, Rifleman=4, Catapult=4, Oro=4, BA=4
  390. Ryoken=5, Thor=5, Loki=5, Vulture=5, Warhammer=5, Thanatos=5, Visigoth=5 ,Avatar=5,
  391. Madcat=6, Novacat=6, Demolisher=6, Awesome=6, Shiva=6, Mauler=6, Huitzilopochtli=6,
  392. Masakari=7, Morrigu=7, Atlas=7, MadcatMKII=7,
  393. LongTom=8, Fafnir=8, Daishi=8, Bloodasp=8
  394.  
  395. - Increased BA death ticket cost from 1 to 2.
  396. - Revamped equipment and chassis costs, whereas before it was around 20% chassis and 80% equipment it is now closer to 50/50.
  397. - Restructured rank money to provide new assets in a smoother and more logical manner.
  398. - Increased rank requirements across the board to prevent ranks being skipped entirely.
  399. - Moved the Rifleman, Catapult, Loki, and Vulture to medium mech build bays, anywhere you can build mediums you can now build these.
  400. - Moved the Chevalier, Ares, and APC to hovercraft build bays, anywhere you can build hovercraft you can now build these.
  401.  
  402.  
  403. ------ HUD CHANGES ------
  404.  
  405. HUD
  406. - Night vision is an actual night vision now. It's green, and amplifies light way better than before.
  407. - Paperdolls V2: the internal and the armor paperdolls have been merged in a single big paperdoll
  408. The big external one shows the armor status of each component
  409. The internal one is a bit smaller, and it shows internal status of each component (internal system is currently implemented only for mech legs)
  410. - Health bars have been merged as well, in the same way as the paperdolls.
  411. - Consistent L / R component inversion of damage readuts: always inverted for targets, always uninverted for self damage readout
  412. - Crosshairs are actual crosses now, no more weird symbols around
  413. - Remove some other useless weird symbols and useless lines around the HUDs
  414. - Moved heading and pitch indicator on the top of the aiming reticles
  415. - Weapons naming in asset HUDs have been changed in order to achieve better readability (Dual Streak SRM-6 instead of DSSRM6, LB 10-X AC instead of LBX10 etc..)
  416. - "HEAT LEVEL CRITICAL" message has been moved above the aiming reticle for better readability
  417. - "HEAT LEVEL CRITICAL" message now will appear as soon as the heat gauge goes over the yellow line, not the red one
  418. - Damage readouts of the components in tank HUDs have appropriate colors (green at 100% and yellow at about 70%, as in the mech HUD)
  419.  
  420. BA HUD
  421. - Battle Armor pilots, now you finally can enjoy having a compass!
  422. - Improved visibility for BA SRM2 reloading status
  423.  
  424. Misc HUD
  425. - There is no "Clan" writing for Clan weapons anymore because it's obvious. We do not allow mixtech, so if you are in a Clan asset, you are using Clan weapons.
  426. - Buy Menu HUD is showing tonnage, weight class and tech for each asset now
  427. - Loadout menu shows available camos by categories now
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